drawing a hud radar

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blender81
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Post by blender81 »

Grubber wrote:My contribution:
Looks cool! Impressive acs coding, it's very elegantly written
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DoomRater
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Post by DoomRater »

I feel like Goldeneye. o_O This rules. Now to get into the code and see what can be done about messy code.

EDIT: I need to STFU, as this doesn't even look like it needs comments, it so well written.
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Cutmanmike
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Post by Cutmanmike »

You should get sex for this :shock:
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wildweasel
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Post by wildweasel »

This is freaking incredible and you deserve to win a brand new car!
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Grubber
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Post by Grubber »

Thx to all! :D
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Cutmanmike
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Post by Cutmanmike »

wildweasel wrote:This is freaking incredible and you deserve to win a brand new car!
Or sex.........
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Your Name Is
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Post by Your Name Is »

or ^ idea with skelefag
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Nash
 
 
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Post by Nash »

This is very very interesting. Good job to blender and grubber.

I just thought of something after looking at this. Not sure if it would work though.

How about using the same theory to rotate a camera around the player and make it always point face the player? You could do a third person game this way. Not sure if the camera would go through walls or not...

OH I just checked. You can't rotate things in real-time. Too bad. :(
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DoomRater
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Post by DoomRater »

Well, I'm thinking of some way to use the angle of the player to fire artillery shells. We do need a setangle prop though in order to make it work. I WANT MY CANNONS DARNIT!
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Cutmanmike
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Post by Cutmanmike »

Who doesn't? :(:(:(
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DoomRater
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Post by DoomRater »

Once it's implemented we'll have "lookin cocky kid!" sound samples in like every WAD using a manually aimed cannon.
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Kilkakon
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Post by Kilkakon »

Wot d a
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Hetdegon
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Post by Hetdegon »

Awesome thing indeed. Good work!
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