Search found 4 matches

by purga
2009-01-17, 03:10
Forum: Editing and Mapping with CaWE
Topic: spectator camera
Replies: 6
Views: 3805

Re: spectator camera

It's just the desiger's favor. When building the map it's just simpler for us to jump right into it, and quickly fly to the point we wanna see. Like when building levels in Q3 you don't need your weapons mapped as number1~9; what really is necessary are different speeds setup (g_speed 1000) ~ (g_spe...
by purga
2009-01-16, 09:35
Forum: Editing and Mapping with CaWE
Topic: spectator camera
Replies: 6
Views: 3805

Re: spectator camera

Thanks for sharing the knowledge using wireframe.

Providing the new compiled game module (DeathMatch.dll) works. Certainly, it will be really nice if a "noclip"-command-only-version ready in advance; this will be a huge plus making ppl like us familiar with Q3 System debugging levels more easier.
by purga
2009-01-15, 13:11
Forum: Editing and Mapping with CaWE
Topic: spectator camera
Replies: 6
Views: 3805

Re: spectator camera

Thanks Carsten! I saw the commented out part around line 403 in HumanPlayer.cpp. Does this mean that after removing the /*...*/ bracket the game code(deathmatch module) has to be recompiled? If so, is there a Visual Studio workspace or Solution file (we're using VS 2005)available with the Demo? Or m...
by purga
2009-01-15, 08:40
Forum: Editing and Mapping with CaWE
Topic: spectator camera
Replies: 6
Views: 3805

spectator camera

when building a map in the caWE and run it in engine, is there a "spectator" camera available to quickly examine the designed level, like q3's "/noclip" command?

Also, how can I tweak this spectator (or player's) movement speed? like in q3 it's "/g_speed <speed>"

Thanks in advance.