Quake 1 QC developer / modder with Darkplaces engine. I try to maintain a balance while coding quake at all times Keeping traditional Quake in tact while not putting in too many new things that obscure Quakes original artistic theme is my goal. Original Project: Tekbot CTF+ (Based on CTFBOT+) Other projects: Quake 1 Arena (Originally created by Electro)

Comment History
Teknoskillz
Teknoskillz - - 10 comments @ Diver

Heya, Cobalt/Teknoskillz here.

Me and Pieface tried this the other night, very well done!

He had some problems with the screen res because his smaller monitor is touchy with the aspect ratios, and he could not see the "apply" down at the bottom in the video options area to actually apply new resolutions.

My experience however was perfect.

Surprised that the map textures cause that much of a fps hit, as they look kinda "super marioish" for lack of a better term. Well, you did lay coins on the map, so I guess thats what you get ! :)

The fish movements are really well done, congrats with that.

An idea I had was to , and I thought Primal was doing it this way, was catch the fish, eat it later by cooking it? But lets say you added all kinds of different fish , some that were rare and delicacies, could you not let him put the fish in a net, and either eat them later or sell them at the shop for some extra money? I suppose this would mean maybe different shops than what you have now, or maybe even a seafood restaurant nearby where you can sell it to them at "wholesale" (lol) and even go there to eat maybe?

I only made it to the 3rd map so far, not sure if you already have some of these things, but again good job.

Good karma+1 vote
Teknoskillz
Teknoskillz - - 10 comments @ The challenge of Adblock

Why not offer subscriptions where you pay a membership fee and you get no ads, sort of like a yearly fee. Add some benefits like maybe a files sharing or ftp area or some other benefits that are more specific. I know there is a forum I am in here which would be nice if it had crossposting capability like mail2 forum or forum 2 mail like phpbb has available. Other than that this site has quite alot of features, and I was surprised when I did finally register a short while ago.

Good karma+3 votes
Teknoskillz
Teknoskillz - - 10 comments @ Bonkers Bug

I know that floor is a func_wall or something, and I also see strange problems with collisions on it with corpses using the solid_corpse for some reason.

Good karma+2 votes
Teknoskillz
Teknoskillz - - 10 comments @ View port issues

Hrm, how can it be reduplicated?

Good karma+2 votes
Teknoskillz
Teknoskillz - - 10 comments @ HUD pack

Im getting "cannot support as many characters" when DP tries to load conback plus some other stuff in the gfx folder.

I like the map message printed on the screen, and the hud weapons definately look more unique. How do you move the hud so its vertical in the pix?

I have seen someother csqc that lets you drag and drop the layout, and it remembers it the next time csqc loads, I think the mod is called "feral". Ill try to email you w more info...

Good karma+2 votes
Teknoskillz
Teknoskillz - - 10 comments @ Quake c - be impulsive

Great info !

Also worth mention, a real clients angles is a direct representation of the position of the mouse, when using the mouse (+mlook). The field its passed to is the clients v_angle. While you can alter the players speed for running or walking, you cannot manipulate its angle_speed as its a direct feed from the client. SO lets say you are in water or slime - you should really rotate at a slower angle when looking around, but this is a basic Quake shortcoming. I have had some success intercepting the v_angle field in multiplayer, and using changeyaw () to make the player look like its yawing slower when waterlevel > 2, but the client side will always be yawing at the same speed, which will wind up being inconsistent for gameplay purposes, but an interesting experiment.

Also, I found a way to detect the player moving the mouse using QC. Darkplaces .movement vector can detect keys movement, but not mouseangles.

// In player prethink add this after declaring a .mouse_move float in defs.qc
if (!(framecount & 1))
// do this only every other frame to save resources
if ((clienttype(self) == CLIENTTYPE_REAL))
self.mouse_move = (vlen(self.angles));

// Add this in playerpostthink
if (framecount & 1)
if ((clienttype(self) == CLIENTTYPE_REAL))
if (self.mouse_move != vlen(self.angles))
{
bprint ("Im moving the mouse\n");
}

Good karma+1 vote
Teknoskillz
Teknoskillz - - 10 comments @ qc++ macro #define framer(...)

I like the alternate system, def has its benefits. I have found its alot more flexible when working with multiple models, like when I made the player swim model work in QC for example. The macro system is good if you are wanting to do some fast experimentations when doing dev.

Another thing you can do to add realism in the deathframes macros is add in a delay sub such as: SUB_FrameDelay (). Basicly there, you can adjust the .nextthink time randomly , and give the appearance a little more realism. In my mod, I use the negative health value, so the closer the result is to 0, the slower the animation for the ' deathframes' is. I also discovered another deathframe sequence by combining 2:

// New sequence, starts to sit, then falls backwards.
// Better results with this if you check for enough space behind the
// player , so that it dont wind up partially in a wall
void () player_die_01 = [ 61, player_die_02 ]
{
self.pos1 = HULL_CORPSE1;
self.pos2 = HULL_CORPSE2;
// final size corpse will be when image_travel is called

SUB_FrameDelay (); // call a delay for nextthink
};

void () player_die_02 = [ 62, player_die_03 ]
{
SUB_FrameDelay ();
};

void () player_die_03 = [ 63, player_die_04 ]
{
SUB_FrameDelay ();
};

void () player_die_04 = [ 64, player_die_05 ]
{
SUB_FrameDelay ();
};

void () player_die_05 = [ 65, player_die_06 ]
{
SUB_FrameDelay ();
};

void () player_die_06 = [ 66, player_die_07 ]
{
SUB_FrameDelay ();
self.corpseflag = CF_CORPSE; // half way through, we become gibbable
};

void () player_die_07 = [ 46, player_die_08 ]
{
SUB_FrameDelay ();
};

void () player_die_08 = [ 47, player_die_09 ]
{
SUB_FrameDelay ();
};

void () player_die_09 = [ 48, player_die_010 ]
{
SUB_FrameDelay ();
};

void () player_die_010 = [ 49, image_travel ]
{
SUB_FrameDelay ();

};


Good karma+2 votes
Teknoskillz
Teknoskillz - - 10 comments @ Teknoskillz

but code is never done.... :)

Good karma+2 votes
Teknoskillz
Teknoskillz - - 10 comments @ Dark Places engine team

Great idea, been looking for a place like this. Hope I can join.

Good karma+2 votes
Teknoskillz
Teknoskillz - - 10 comments @ Settled in...quake stuff soon!

Hi, Just joined here and Im in the QC group. I wanna comment on some of the stuff you posted but they are all locked?

Good karma+2 votes