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Topic: engine limitations  (Read 1103 times)

v0rt3x
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« on: July 20, 2008, 06:25:18 AM » First post

I know that the quake 3 engine is a versatile one, but I just tried something yesterday;
bind z toggle cg_fov 90 30.
It didn't work.  (I used both quake 3 and openarena, as I know that cg_fov is cheat protected in tremulous)
Now, I repeated the test on doom 3 and quake 4, and enemy territory quake wars, and the zoom toggle worked.
is it possible to achieve anything to the effect of what I've described in the ioquake 3 engine?
Not only that, but I tried 'bind pgup toggle cg_thirdpersonangle 0 180' yet again, it didn't work. Has anyone else experienced this?
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David
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« on: July 20, 2008, 08:02:33 AM » Reply #1

toggle only takes one argument and toggles between 0 and 1.  (Anything != 0 counts as 1).
You can do something like that with vstr binds, or the /if patch.
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Garoth
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« on: July 20, 2008, 09:19:56 AM » Reply #2

And if it's cheat protected then it shouldn't work anyway, right?
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benmachine
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« on: July 20, 2008, 09:37:54 AM » Reply #3

Funny you should mention it actually:
http://bugzilla.icculus.org/show_bug.cgi?id=3591

Don't know of any pre-compiled clients to use this patch, however.
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v0rt3x
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« on: July 20, 2008, 09:47:46 AM » Reply #4

well I knew that, so I mentioned that I tested with in quake 3, and doom 3.  Quake 3 has effectively got the same engine as tremulous, give or take a few bits of code etc.  I started up a private server, and I tried out the cg_thirdpersonangle command and It didn't work, yet it works in all id tech 4 games (doom 3, quake 4, quake wars, prey).

thanks, benmachine, or ben If I can call you that, the link was of great intrigue to me, as I'm just starting to script a bit.
the only script I've done was a rocket-jump script in quake...
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angus
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« on: July 21, 2008, 04:01:15 AM » Reply #5

So, why do you want to do that anyway? If it has no use in Tremulous, then why?
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« on: July 21, 2008, 05:05:10 AM » Reply #6

It does have a use in tremulous.  I was merely using the cg_fov command as an example of all sorts of other commands that could be used.
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« on: July 21, 2008, 07:12:06 AM » Reply #7

Ben's patch could be really useful to simplify that huge block of code I have for building binds...
Is it going to be in 1.2?
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benmachine
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« on: July 21, 2008, 12:46:24 PM » Reply #8

benmachine, or ben If I can call you that

You can, most people do Smiley

Ben's patch could be really useful to simplify that huge block of code I have for building binds...
Is it going to be in 1.2?

Not my patch, I just found it. It's not been committed to anything yet, and it's been around a while. It's a clientside patch though, so you should be able to get it into your own client fairly easily.
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