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InsideQC Forums • View topic - TDS : Mouse and point problem

TDS : Mouse and point problem

Discuss programming in the QuakeC language.

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TDS : Mouse and point problem

Postby Freemanoid » Sun Mar 15, 2009 10:25 pm

Hello everyone. I try to create top-down shooter. In game the cursor which is necessary follows the mouse. The player should turn after the cursor. However I have no idea how to make such thing can somebody help?
^O,..,o^
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Postby ceriux » Mon Mar 16, 2009 6:04 am

your asking in the wrong catagory.
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Postby Error » Mon Mar 16, 2009 9:11 am

yes, if you use darkplaces you can use the prydon client cursor.

it's quite the useful!

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Postby ceriux » Mon Mar 16, 2009 9:11 am

is the cursor in Prydon only slow because of how much is going on in the mod or maybe because its always being drawn? idk i was having some issues with it being slow.

would a csqc cursor be better for a mod or one like prydons?
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Postby Error » Mon Mar 16, 2009 10:07 am

up the 'sensitivity' cvar

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Postby Freemanoid » Mon Mar 16, 2009 1:01 pm

I cannot use darkplaces because i creating game for pocket pc.
^O,..,o^
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Postby MauveBib » Mon Mar 16, 2009 1:59 pm

Then your job becomes a whole lot harder. It is possible to code a QC cursor without extensions by captuing player imput wth +strafe set, but it's not easy.
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Postby ceriux » Mon Mar 16, 2009 6:25 pm

which of the three would be the best option for preformance?
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Postby MauveBib » Mon Mar 16, 2009 6:42 pm

Apathy Now!
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Postby ceriux » Mon Mar 16, 2009 7:11 pm

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Postby Freemanoid » Tue Mar 17, 2009 8:54 am

^O,..,o^
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Postby ceriux » Tue Mar 17, 2009 2:21 pm

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Postby Spike » Tue Mar 17, 2009 3:10 pm

.
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Postby MauveBib » Tue Mar 17, 2009 5:29 pm

In stock quake the only way to do a cursor is to capture player movement. See non-DP Prydon Gate, or DiD2 for an example.

It's not an easy process to duplicate, and not easy to explain. How good are your QC skills?
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Postby Freemanoid » Tue Mar 17, 2009 7:04 pm

I think my skills in qc about 4 from 10
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