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  • *Ramps can sometimes be used to your advantage for getting height. If you run up one and jump just before reaching the top, you'll go extra h Trick Jumps are maneuvers that allow you to achieve a speed, height, or distance beyond what is usually possible with the physics of Quake. In
    12 KB (2,141 words) - 14:48, 4 August 2023
  • |style="background:#000000;height:8pt;"|0 |style="background:#0f0f0f;height:8pt;"|1
    16 KB (2,244 words) - 19:15, 29 November 2022
  • * [[-height]]
    1 KB (66 words) - 12:05, 10 June 2009
  • 335 bytes (45 words) - 16:22, 29 March 2013
  • | VF_SIZE || vector || Width and height of the viewport. Only _x and _y are used. | VF_SIZE_Y || float || Height of the viewport.
    12 KB (1,964 words) - 15:24, 16 February 2011
  • void(float x, float y, float width, float height) drawsetcliparea = #324;
    11 KB (1,239 words) - 02:32, 25 March 2013
  • ...h to constrict the view, <=0 = normal view height, 25 = 75% of normal view height, 50 = 50%, 75 = 25%, >=100 = no view.
    328 bytes (49 words) - 14:08, 29 February 2008
  • | ! bgcolor="#eeeeee" | height|| "#" || How high a platform will raise.
    10 KB (1,616 words) - 16:53, 5 February 2024
  • ...ed true if the entity is up to 18 units off the ground, their maximum step height. Note that all corners of the entity's bounding box must be on ground.
    524 bytes (81 words) - 12:50, 1 August 2023
  • ...he view portal, were the top left of the screen is 0, 0, and the width and height are vid_conwidth and vid_conheight respectively. ...have to be the same length. csqc_copytotexture should accept any width and height, and automatically use a larger texture. The vector returned is the s and t
    2 KB (293 words) - 13:29, 27 July 2008
  • ! !! Mesh commands !! Mesh strips !! Skin height !! Triangles !! Vertices
    6 KB (530 words) - 12:59, 19 January 2014
  • These image lmps contain a small header consisting of just 32bit width then height values, the image data is then densely packed in top-down left-right order.
    770 bytes (120 words) - 15:26, 1 January 2022
  • '''Trick Jumps''' are maneuvers that allow you to achieve a speed, height, or distance beyond what is usually possible with the physics of Quake. In ...ever upward velocity you had while running up the ramp, resulting in extra height.
    3 KB (576 words) - 03:06, 12 June 2015
  • 9 KB (1,206 words) - 07:29, 4 November 2022
  • ...continuing to '''Hold Left Click''', you effect the newly created brush's height by '''Scrolling the MouseWheel'''. Don't be concerned if the brush is not p
    20 KB (3,615 words) - 14:46, 9 September 2022
  • ...s per second, and for most purposes, it is safe to assume the maximum jump height to be 32 units.
    869 bytes (142 words) - 19:32, 6 July 2021
  • .float height;
    17 KB (2,133 words) - 12:22, 29 March 2013
  • t_width = override WIDTH to move back (or height if going down)
    17 KB (2,355 words) - 12:30, 29 March 2013
  • return; // too much height change
    18 KB (2,220 words) - 12:39, 29 March 2013
  • ...ount the plat moves, instead of being implicitly determined by the model's height. if (self.height)
    8 KB (1,129 words) - 13:14, 29 March 2013
  • ...r stands on top of a '''func_plat''', it starts moving vertically to a set height. If the ''height'' field is not set, it calculates it based on the '''func_plat''''s vertica
    3 KB (359 words) - 17:05, 7 August 2019
  • (or height if going down)
    2 KB (417 words) - 10:47, 5 October 2016
  • | ! bgcolor="#eeeeee" | ''height'' || How high the monster jumps
    454 bytes (58 words) - 11:05, 5 October 2016
  • * Most fonts seem to use 12 pixels as a minimum height for readability. FTE allows smaller, but you probably want vid_conautoscale
    7 KB (1,242 words) - 12:59, 4 November 2017
  • '''menubox <x> <y> <width> <height>''' ...is 8 'pixels' high, with typically 4 pixels each side. But this additional height is dependant on the user's custom images, and could be up to 8 pixels high.
    5 KB (733 words) - 20:21, 1 November 2017
  • ...ands take a filename argument followed by width then height. The width and height are still limited by your GPU, but have absolutely no dependency on your mo
    4 KB (565 words) - 18:08, 22 November 2017
  • void(float width, float height, float menushown) CSQC_UpdateView = drawfill('0 0 0', [width, height, 0], '1 1 0', 1, 0);
    48 KB (7,842 words) - 17:21, 3 November 2017
  • *** areaspreadvert: the height of the ball. if 0, will be a flat circle *** areaspreadvert: the height of the ball. if 0, will be a flat circle.
    17 KB (2,652 words) - 18:58, 6 November 2017
  • |h||The height to use for the img key.
    9 KB (1,480 words) - 08:35, 16 September 2018
  • int*(string filename, __out int width, __out int height) r_readimage = #0; void(string imagename, int width, int height, void *pixeldata, optional int datasize, optional int pixelformat) r_upload
    2 KB (347 words) - 22:56, 18 September 2018
  • imgtool64 --ext mip --bc1 --resize width height --exportmip 2 *.dds
    4 KB (507 words) - 03:59, 14 July 2021
  • ...o the entity floating and swimming monsters will always try to align their height to. :*<code>3</code> (Above camera view height)
    21 KB (3,261 words) - 11:05, 2 August 2023