for clownFart
cg_drawEntityBoxes is now a bitflag :)
1 = players octagon, 2 = all objects box,
3 = both

and all models

btw: the default box drawing is bugged ^^
(updated 2012-08-17 01:43:55)
1 = players octagon, 2 = all objects box,
3 = both
and all models
btw: the default box drawing is bugged ^^
(updated 2012-08-17 01:43:55)
Thank you learn more. :)
To me, viciious and padpork look like the best models to use. Padpork seems a little too fat, and the others heave too much empty space in the back.
To me, viciious and padpork look like the best models to use. Padpork seems a little too fat, and the others heave too much empty space in the back.
MagusZero wrote:
You didn't post the gatyapins :/
neither did you.
Vic wrote:
patch? :P
there ya go http://drop.st/MftPGN
I don't have them, because I was at work during the discussion and,
in fact, right now.
and i wasnt home the entire weekend so couldnt check logs
either.
here ya go lazy bum.

here ya go lazy bum.
Will it be done anything on this matter to 1.01? Used vic anyway
since the day I tested how hitboxes are compared to models. But
maybe it could stop some of this stupid whine about octane
hitboxes, that I hear on servers now and then.
People with no clue... it has been like this since I started playing. Still they blame the octane hitbox.
Edit:
Forgot to point out what I talked about
(updated 2012-09-19 23:55:48)
People with no clue... it has been like this since I started playing. Still they blame the octane hitbox.
Edit:
Forgot to point out what I talked about
clownfart wrote:
and the others heave too much empty space in the back.
(updated 2012-09-19 23:55:48)
hugteddy wrote:
omg... I fail... Wish I could delete this post. Some one do it!
You could just edit it and delete everything in the post. Then add some smiley faces for "You didn't read anything"
this kinda stuff is so much more fun with c++
vs
(updated 2012-10-17 01:16:56)
void _DrawPlane( vec3f& origin, cplane_t* plane, float height, float width, vec4_t color )
{
if( !plane ) return;
vec3f fwd, up, right;
vec3f(plane->normal).norm_to_axis(fwd,up,right);
vec3f l = origin + plane->dist * vec3f(plane->normal);
vec3f tl = l + height * up;
vec3f tr = tl + width * right;
tl = tl + -width * right;
vec3f bl = l + -height * up;
vec3f br = bl + width * right;
bl = bl + -width * right;
_QuickPolyBeam2( tl, tr, color, 2, NULL );
_QuickPolyBeam2( tr, br, color, 2, NULL );
_QuickPolyBeam2( bl, br, color, 2, NULL );
}
vs
void DrawPlane( vec3_t origin, cplane_t* plane, float height, float width )
{
vec3_t axis[3], tl, tr, bl, br, l;
if( !plane ) return;
NormalVectorToAxis( plane->normal, axis );
VectorMA( origin, plane->dist, plane->normal, l );
VectorMA( l, height, axis[UP], tl );
VectorCopy( tl, tr );
VectorMA( tr, width, axis[RIGHT], tr );
VectorMA( tl, -width, axis[RIGHT], tl );
VectorMA( l, -height, axis[UP], bl );
VectorCopy( bl, br );
VectorMA( br, width, axis[RIGHT], br );
VectorMA( bl, -width, axis[RIGHT], bl );
CG_QuickPolyBeam2( tl, tr, colorRed, 4, NULL );
CG_QuickPolyBeam2( tr, br, colorRed, 4, NULL );
CG_QuickPolyBeam2( bl, br, colorRed, 4, NULL );
}
(updated 2012-10-17 01:16:56)
Oh yes i see... this sounds like an amusement park. lookithat,
!PLANE vrooom :-D
learn_more wrote:
this kinda stuff is so much more fun with c++
it's even more fun with physics where dot and cross is simple intuitive "*"
(updated 2012-10-16 23:26:48)
extone wrote:
learn_more wrote:
this kinda stuff is so much more fun with c++
it's even more fun with physics where dot and cross is simple intuitive "*"
vec3 operator * ( const vec3& o ) const
{
return cross( o );
}
(updated 2012-10-17 01:18:12)
learn_more wrote:
extone wrote:
learn_more wrote:
this kinda stuff is so much more fun with c++
it's even more fun with physics where dot and cross is simple intuitive "*"
vec3 operator * ( const vec3& o ) const
{
return cross( o );
}
* is more commonly used as dot product, ^ for cross product
How to turn cg_drawEntityBoxes on?
My steps:
1) devmap wdm2
2) cg_drawEntityBoxes 1
result -> cg_drawEntityBoxes is write protected
Also, cg_drawEntityBoxes doesn't autocompletes by TAB.
My steps:
1) devmap wdm2
2) cg_drawEntityBoxes 1
result -> cg_drawEntityBoxes is write protected
Also, cg_drawEntityBoxes doesn't autocompletes by TAB.
crizis wrote:
Only available in dev builds.
k, thanks for answer =(

