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InsideQC Forums • View topic - Framegroups in DP

Framegroups in DP

Discuss programming topics for the various GPL'd game engine sources.

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Framegroups in DP

Postby JasonX » Mon Mar 19, 2012 5:11 pm

There used to be a website with an article explaining how framegroups work in Darkplaces and how to make use of them. Does anyone still have this salvaged somewhere in the HDD?
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Re: Framegroups in DP

Postby Baker » Mon Mar 19, 2012 5:17 pm

What is web site address of this dead site? Often caches can be found.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Framegroups in DP

Postby leileilol » Mon Mar 19, 2012 5:32 pm

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Re: Framegroups in DP

Postby JasonX » Tue Mar 20, 2012 1:32 pm

Not exactly that page, but thanks. How does one "play" a framegroup in QuakeC, while programming the character?
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Re: Framegroups in DP

Postby frag.machine » Tue Mar 20, 2012 11:54 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Framegroups in DP

Postby JasonX » Wed Mar 21, 2012 1:26 am

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Re: Framegroups in DP

Postby Spike » Wed Mar 21, 2012 1:37 am

the only real problem with framegroups is with trying to sync them properly. this generally means that you need to use a format with a proper 'loop' flag so that sudden latency/packetloss doesn't result in the animation resetting when not intended. you generally also need to keep animations somewhat short to avoid sudden jumps when the ent first becomes visible halfway through its animation due to pvs (including teleporters).

with csqc, the gamecode has full control over the exact pose used. framegroups can be quite nice to work with in such a situation.
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Re: Framegroups in DP

Postby leileilol » Wed Mar 21, 2012 2:49 am

Quake3 and Half-Life work around the 'pvs death sequence bug' by having a separate 'dead' animation
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Re: Framegroups in DP

Postby toneddu2000 » Wed Mar 21, 2012 8:58 am

- my first commercial game, made with FTEQW game engine
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