View Poll Results: Do you like WolfcamQL?

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  • I Like WolfcamQL

    693 93.02%
  • I Dislike WolfcamQL

    52 6.98%
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Thread: WolfcamQL :D

  1. #1571
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
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    Quote Originally Posted by EARTH_QUAKE View Post
    Also note that you can do this in wolfcam by typing

    Code:
    cvarsearch crosshair
    You can then make alterations and see the change immediately. It's a good idea so that you don't make config changes that mess stuff up and can't remember which cvar it was.
    Code:
    cvarlist *crosshair*
    has worked in q3/quakelive since forever

  2. #1572
    Senior Member KittenIgnition is on a distinguished road
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    Quote Originally Posted by Yakumo View Post
    Code:
    cvarlist *crosshair*
    has worked in q3/quakelive since forever
    I remember when I asked brugal to add that command, and the next day I learned about that functionality. But he had already added it

  3. #1573
    Senior Member Yakumo has a spectacular aura about Yakumo has a spectacular aura about Yakumo's Avatar
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    hehe, oops.

    You probably know these now then too, but for others - there is also cmdlist that works the same way. and 'find' searches the current console log.

  4. #1574
    Senior Member EARTH_QUAKE is on a distinguished road EARTH_QUAKE's Avatar
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    Wow, great piece of info! I've actually been moaning to myself about how there *wasn't* a ql equivalent to cvarsearch


    By the way (I'll post this here on the off chance) I'm working on a detailed description and explanation for FX scripting in wc (mostly relevant to q3mme too), but I'm missing info on a few things, as CaNaBiS never documented it (quote: "documenting is boring"), and brugal just documented what he added.

    How does perpendicular <input vector> [output vector] work, you can't just make a perpendicular vector in 3d space! Perhaps it's made perpendicular, and rotated randomly around <input vector> ? Just put your thumb up, index finger out and middle finger left like the right hand rule and you'll see what I mean.

    What precisely does angle (used when drawing a quad, I know angle 45 will draw 4 quads or something) do? and I think they're unrelated, but angles and parentangles ?

    I can't seem to get alphafade or colorfade to do anything.

    I'm sure that the gravity part of movebounce <float gravity> <float bounce factor> doesn't do anything.

    The way that shaderlist selects shaders seems to be bugged (i.e. shaderlist rand doesn't choose each equally often.

    Also pop and pushparent, something like "take the value of this variable from the parent"? :>

    And finally the options for sprite and spark:

    [firstPerson] [thirdPerson] [shadow] [cullnear] [cullRadius] [depthHack] [stencil]

    Some of these I can guess, others I have no idea.



    If any FX ninjas read this, could you give me a hand :>

  5. #1575
    Senior Member KittenIgnition is on a distinguished road
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    I'd ask rEnk to come help you out, but I haven't seen him in forever. He was going to teach me how to do fx scripting a long time ago.

  6. #1576
    Senior Member EARTH_QUAKE is on a distinguished road EARTH_QUAKE's Avatar
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    I know, he truly is the master \o/ I'll leave him a message on youtube (which appears to still be active) and hope for the best. The benefit to 'the community' here could be huge o.o Do you know how he learnt it all? Obviously a lot of time spent, but perhaps he knew CaNaBiS well?

    /end fx subthread (for now)

  7. #1577
    Senior Member KittenIgnition is on a distinguished road
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    Quote Originally Posted by EARTH_QUAKE View Post
    I know, he truly is the master \o/ I'll leave him a message on youtube (which appears to still be active) and hope for the best. The benefit to 'the community' here could be huge o.o Do you know how he learnt it all? Obviously a lot of time spent, but perhaps he knew CaNaBiS well?

    /end fx subthread (for now)
    I'm pretty sure a lot of the older moviemakers/experienced MME users were around from the early days of the mod, so they would have had a lot of time to learn, and would have known him better than anyone can now, since he's basically gone forever.

    On another note, if you know C, you can read through either the MME or Wolfcam source, since they're both available.

  8. #1578
    Junior Member drowningidiot is on a distinguished road
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    Does anyone know how to fix the missing texture issue with wolfcam and campgroundsintel?

  9. #1579
    Senior Member EARTH_QUAKE is on a distinguished road EARTH_QUAKE's Avatar
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    Quote Originally Posted by drowningidiot View Post
    missing texture issue with wolfcam and campgroundsintel?
    campgroundsintel has new textures in, which I assume are contained in the latest pakXX.pk3 file rather than in the map.pk3 file itself, not sure why they do that but meh. Just copy over the missing pakXX.pk3 file from quakelive to wolfcam's baseq3 and it should work.

  10. #1580
    Senior Member KittenIgnition is on a distinguished road
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    Quote Originally Posted by EARTH_QUAKE View Post
    campgroundsintel has new textures in, which I assume are contained in the latest pakXX.pk3 file rather than in the map.pk3 file itself, not sure why they do that but meh. Just copy over the missing pakXX.pk3 file from quakelive to wolfcam's baseq3 and it should work.
    They do it because not every texture/shader on that map is completely new. A lot of them are from cityy's other CTF map, Fluorescent.

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