General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12557111 views, last view: 11/06/2024 15:28 |
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for questions, announcements etc.
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Board Index
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#11912: Re: Camera movement |
by a~baby~rabbit
on 03/31/2009 01:42, refers to #11911
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-yawn-
src/engine/rendergl.cpp::recomputecamera()
Look for the line that says, "camera1->move = -1;"
add a new line under it, "camera1->strafe = -1;". Basically it's saying how the camera is to be moved from the player position.
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#11913: Re: Camera movement |
by Quin
on 03/31/2009 02:18, refers to #11912
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Can't do this because it changes the crosshair's location in 3D space, the stuff in BF has kludges to reorient the camera/worldpos.
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#11914: Re: Camera movement |
by maximusw00t
on 03/31/2009 02:34, refers to #11913
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well quin if you could help me in any way that would be so awsome...if not its ok.
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#11915: Re: Camera movement |
by Quin
on 03/31/2009 07:16, refers to #11914
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It's a major modification that actually breaks the network protocol to do correctly. It's not something that can be done (well) without getting the devs themselves to do it. There is some minor interest in it, but don't really expect it any time soon (or at all). These are First Person Shooters, as a result Third Person is not really very well supported or recommended (even in Blood Frontier, Third Person is not so crash hot).
To be perfectly honest, nobody is gonna write code for you. Your best place to start is probably http://www.gamedev.net/
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#11916: Re: Camera movement |
by maximusw00t
on 03/31/2009 17:11, refers to #11915
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well thanks but i would still love to play online, but thanks for the help. this was just one thing ive been intrested in for the last two years ive played sauer but anyways thanks alot :D
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#11917: .. |
by Fischkopf
on 03/31/2009 20:47
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why dont you make a classic pumpgun?
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#11918: Re: .. |
by maximusw00t
on 03/31/2009 20:57, refers to #11917
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i think making ragdolls movable is an excellent idea :DD
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#11919: .. |
by Fischkopf
on 03/31/2009 23:31
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yeah, in dead mode so you can play with it ^^
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#11920: .. |
by abcord
on 04/01/2009 02:59
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Make a low poly mesh and bake the high poly one into it.
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#11921: server text |
by viparr104
on 04/01/2009 18:28
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what command line code would i use to create echo text whenever players log into my server? for example, i would want it to show players the rules of the server, such as not claiming master :-P im running os x, if that helps at all.
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#11922: .. |
by Fischkopf
on 04/01/2009 21:27
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THE BOTS ARE GREAT! It feels like the longer i play with them, the more they learn from me.
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#11923: Re: .. |
by maximusw00t
on 04/01/2009 22:59, refers to #11922
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bots? in svn or blood frontier o.0 i was not aware of any bots in sauer svn
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#11924: .. |
by Fischkopf
on 04/01/2009 23:02
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yes in the svn you can add bots with /addbot.
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#11925: Re: .. |
by maximusw00t
on 04/01/2009 23:06, refers to #11924
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finally :DD
thanks for lettin me know
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#11926: .. |
by MovingTarget
on 04/02/2009 01:21
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About the bots, is it purposeful that they just stand there doing nothing even when you shoot them? I have to go up right next to them and switch to the chainsaw before he will start playing.
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#11927: Re: .. |
by Quin
on 04/02/2009 03:04, refers to #11926
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Yes, they remain stationary until there are valid waypoints for them to follow.
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#11928: Re: .. |
by MovingTarget
on 04/02/2009 03:25, refers to #11927
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I'm sure there's a good reason for it, but it still feels weird that when you add 50 bots, you have to go up to each one and push it with a chainsaw before it will actually start fighting. Kinda time consuming...
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#11929: .. |
by Midnight Walker
on 04/02/2009 04:03
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Or just frag them all with rockets and wait for them to respawn. ;-)
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#11930: Re: .. |
by a~baby~rabbit
on 04/02/2009 04:07, refers to #11929
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The bots begin life as pacifists, so you're actually corrupting them and forcing them to violence. Typical humans...
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#11931: Re: .. |
by MovingTarget
on 04/02/2009 04:30, refers to #11930
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lol... anyway, are there any plans to have online bots?
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