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learn_more

Member
(3318 posts)

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)

clownfart

aka simon
(1027 posts)

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.

Vic

Member
(4893 posts)

MagusZero
Chaotician
(1858 posts)

You didn't post the gatyapins :/

learn_more

Member
(3318 posts)

MagusZero wrote:
You didn't post the gatyapins :/


neither did you.


Vic wrote:
patch? :P


there ya go http://drop.st/MftPGN

MagusZero
Chaotician
(1858 posts)

I don't have them, because I was at work during the discussion and, in fact, right now.

learn_more

Member
(3318 posts)

and i wasnt home the entire weekend so couldnt check logs either.

here ya go lazy bum.






hugteddy

Member
(139 posts)

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
clownfart wrote:

and the others heave too much empty space in the back.

(updated 2012-09-19 23:55:48)

hugteddy

Member
(139 posts)

You didn't read anything :D
(updated 2012-09-20 01:57:41)

astronaut

SUP SON?!
(76 posts)

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"

learn_more

Member
(3318 posts)

this kinda stuff is so much more fun with c++

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)

SkulP

¯\_(ツ)_/¯
(405 posts)

Oh yes i see... this sounds like an amusement park. lookithat, !PLANE vrooom :-D

extone

Member
(73 posts)

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)

learn_more

Member
(3318 posts)

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)

Vic

Member
(4893 posts)

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

adem

Группа ВКонтакте vk.com/wsw_ru
(1306 posts)

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.

crizis

Mad Hatter
(4084 posts)

Only available in dev builds.

adem

Группа ВКонтакте vk.com/wsw_ru
(1306 posts)

crizis wrote:
Only available in dev builds.

k, thanks for answer =(


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