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InsideQC Forums • View topic - Killer Quake Patch Radar Source Code Solved

Killer Quake Patch Radar Source Code Solved

Discuss programming in the QuakeC language.

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Killer Quake Patch Radar Source Code Solved

Postby Team Xlink » Mon Jul 20, 2009 11:55 pm

Solved

Thank you.
Last edited by Team Xlink on Wed Aug 26, 2009 5:51 am, edited 1 time in total.
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Postby Downsider » Thu Jul 23, 2009 4:37 am

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Postby Error » Thu Jul 23, 2009 7:42 am

csqc could do this well I reckon... right?

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Postby leileilol » Thu Jul 23, 2009 3:42 pm

You could email the guy (not emailing his outdated email found in the txt file, that is).
Don't expect the source though, Quake's a memory for him and he doesn't know exactly where his old stuff is (no not even older versions of Killer Quake Pack)
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Postby Downsider » Thu Jul 23, 2009 4:48 pm

Not a good idea to do this with serverside QC... Tons of unnessecary network variables being sent to every client..
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Postby Error » Thu Jul 23, 2009 8:53 pm

I think someone (FrikaC maybe?) did a radar thing. It's been a while so I'm not sure.

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Postby Team Xlink » Thu Jul 23, 2009 9:42 pm

Yes, but for CSQC our Engine doesn't support it yet I am in the process of adding it tho.

I know we shouldn't do this through the QC and our team knows that.

It would just be temporary for now.
Last edited by Team Xlink on Tue Jul 28, 2009 9:36 pm, edited 1 time in total.
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Postby Error » Thu Jul 23, 2009 9:52 pm

is this for the psp quake?

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Postby Downsider » Fri Jul 24, 2009 3:48 am

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Postby MauveBib » Fri Jul 24, 2009 2:55 pm

I've posted code for a centerprint based radar on this forum. Not exactly as pretty though.
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Postby Wazat » Sat Jul 25, 2009 1:55 am

If your engine supports .drawonlytoclient and/or .viewmodelforclient, then that solves the broadcasting to all players, doesn't it? .viewmodelforclient ought to work quite well.
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