Urban Wars
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16  Help / Programming/Coding / player surface... AGAIN! on: May 09, 2010, 07:12:16 pm
I am wondering how to make a spark when shooting a wall. Well, I got all that down, but I want to make it so sparks don`t shoot off the player. So the sprite doesn`t spawn when the player is hit. I tried doing     if (trace_ent.takedamage)  and then declaring my statement, and then doing else. But it still spawns on the player. I will try a few other things, but I need extra help.
17  Off Topic / General Discussion / Re: Hey guys! Im gonna stay here. on: May 09, 2010, 07:08:03 pm
Wow... Trey quit? wtf? That is very messed up. Whats up with people starting a d then abandoning mods. It`s ridiculous. I say Duke should be leader. Duke or toaster.
18  Off Topic / General Discussion / Re: Hey guys! Im gonna stay here. on: May 07, 2010, 05:03:30 pm
I`m sure he will live and so will Urbanwars.
19  Off Topic / General Discussion / Re: Can't Get on Chat Box.... Wtf? on: May 07, 2010, 11:34:08 am
This whole site is messed up. It has some major bugs that I can see.
20  Off Topic / General Discussion / Re: Hey guys! Im gonna stay here on: May 07, 2010, 11:32:39 am
Haha. Duke. Left 4 quake needs to be given some credit too. Tyler is doing a good job, but they need to balance their workload and stop going off and on. And all of us who got banned, were banned for a reason. But I am just fine right here. However, I do wish you guys would be  ata dbit more active. I now become top poster due to the help section. And Sarge, I seriously don`t think you do much. I don`t know that for sure, but you never did anything on Prime. Could be wrong, but I don`t think Urbanwars quality will go down much if your not on the team.
21  Help / Mapping / Good mapping tips on: May 06, 2010, 04:28:08 pm
I thought I was a great mapper about 2 months ago. I thought I had learned all that needs to be learned. In reality, the only thing I truly learned was how to add more detail and to use entities better. I now learned even more on mapping. I learned about bringing up framerate. One thing I never done and wish I would have done, was full vis all my maps. Doing vis on normal can really bring the framerate up in some maps. Vis basically splits the map into sections, based on brush placing. So a small room can be a section in itself. It makes the game render that room instead of the whole map, which brings framerate up. Another thing to do is eliminate brush fragments. If a brush touches another brush, it fragments that brush on the corners. Thus, creating more brushes. So, either put a little space between the brushes, or put a func_wall between them. This is a must when using cylinders that may have many faces. Entites don`t frament brushes. This is a few tips in which all mappers should follow.
22  Help / Programming/Coding / Re: quake skins? on: May 05, 2010, 07:39:26 pm
I am referring to quake 1 psp. So can I just add skkins to the player mdl and then go in the quake menu-player setup, and change the color which will change skins? Or do I have to hardcode that in the player.qc?
23  Help / Programming/Coding / quake skins? on: May 05, 2010, 08:44:35 am
In the quake menu, in player setup, theres an area to change your skin/color. However I looked at the player mmodel in qme, and it only had skin_0. But in kurok, they had like 2 skins. So i searched the qc and found nothing on skins. My guesses is that it`s all in the engine. So if I put skin_1 and skin_2 in th eplayer model, will I be able to change the colors in the player setup menu? Like if I am a blue team color, My skin will be whatever I put it?
24  Off Topic / General Discussion / Re: Hey guys! Im gonna stay here. on: May 04, 2010, 10:00:24 am
Let them rage.

And Sam is a cool person, But he is really uptight. He can be (insert your rude name here), But it's off and on. Give Sami a break.
25  Urban Wars / Urban Wars Discussion / Re: Team name on: May 04, 2010, 08:52:32 am
Very well educated Smiley         

But I still vote nay. Not too many people know what that means and they won`t look here to find out... Or do their research.
26  Urban Wars / Urban Wars Suggestions / Re: multiplayer killstreak rewards on: May 03, 2010, 08:35:48 am
At least you have a compiler.... I wanna work on the engine too, but I can`t compile for crap... It`s hard to set it up
27  Urban Wars / Urban Wars Suggestions / Re: stupid website on: May 03, 2010, 08:31:12 am
I don`t need to anymore. I have my cellphone, but it makes the site a bit boring. BUT I manage. At home I use firefox. I think internet explorer completely ruins this site though. Can`t even barely log in
28  Urban Wars / Urban Wars Suggestions / Re: Split PC and PSP versions into two different ModDB pages on: May 03, 2010, 08:28:46 am
Well I personally Only watch for psp mods. Thats all that really interests me. And Mobsters right. You get very, very defensive over the tiniest morsel of problems. You need to cool down. Not even Bread gets like that, and he`s a crazzzy person
29  Urban Wars / Urban Wars Updates / Re: M4A1 Model on: May 03, 2010, 08:25:03 am
Im starting to think that making it for pc first would be better. It`s best to start with some good stuff and lower the quality, then to make some bad stuff and raise the quality. So I`m starting to think that solitude would b ebette rif it was made for pc first
30  Help / Programming/Coding / Re: weapon firing pause? on: April 30, 2010, 12:43:05 pm
I`m completely confused as to what you said. You know that I want  abattle rifle effect right? So it stops firing for 2 seconds and then continues. Theres a switch statement code for weapon firing rates. Is there like  a think statement I can attacth onto it? And if not, Can you tell me exactly where to go, kinda like  atutorial I can follow? Can you just make it in tutorial form? This would help for later codes.
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