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Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
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It's Nice But 
It's like when I tried to make a custom explosion sound for a rocket soldier: the original explosion sound seem to always play whenever TE_EXPLOSION or any variant is called. There's also no burst of light and the particle spread, while blue like I wanted, doesn't look as good as the original one. 
Ah Yes, The Sound Trick 
Yeah, it's annoying that the engine does that - there is a silly workaround though. Replace the sound/weapons/r_exp3.wav file with a silent sound like sound/misc/null.wav. Then you need to add the sound back onto the the grenade and rocket explosion by making a copy of the original sound and playing it manually. 
Thanks Again Preach, Another Thing 
You said some time ago your website holds a way to make a monster spawner, much like how Quoth did. I did look for it in the Code section but I haven't found such a thing. Maybe the title is different, or it's not in the Code section? 
Quake Mp1 Laser Gun Laser Position Help 
I'm trying to change the position of the lasers from mp1 to match the new quake 1.5 models. I've managed to correctly change the position of everything else. But looking at the code, I'm having some trouble figuring out where/how to actually change it.

I assume it is here:
=================
HIP_FireLaser
=================
*/
void(float stat) HIP_FireLaser =
{
local vector org;
local vector dir;
local vector out;
local float ofs;
local float aofs;

if (!self.button0)
{
player_run ();
return;
}
if (self.ammo_cells < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
SuperDamageSound();
self.effects = self.effects | EF_MUZZLEFLASH;
makevectors (self.v_angle);

ofs = 6;
out = v_forward;
out_z = 0;
out = normalize(out);
org = self.origin + ((12-ofs) * v_up) + (12*out); // this is the value I have to change for the starting position?
// org = self.origin + (1*v_forward);
dir = aim (self, 1000);
aofs = ofs * 0.707;
if (stat == 0)
{
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
org = org + (aofs*v_right);
org = org - (aofs*v_up);
HIP_LaunchLaser(org, dir, 0);
org = org - (2*aofs*v_right);
HIP_LaunchLaser(org, dir, 0);
}
else if (stat == 1)
{
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
org = org + (ofs*v_up);
if (random()<0.1)
{
HIP_LaunchLaser(org, dir, 1);
newmis.dmg = 25;
}
else
HIP_LaunchLaser(org, dir, 0);
}
self.punchangle_x = -1;
}; 
Looks Like It 
 
HIP_FireLaser () 
Yes, its where you commented. I went a little further and made a .vector vwep_pos , that merely points to that org vector in each of the weapon firing functions...so now its easy to know where a missile originated from with respect to the player.Its a little but weird because the Quake guy dont really hold the weapon up to his eye level like other games do, but alot of the tracelines in Quake start at eye position, and there is a difference depending on what knd of calc you wanna do.

Also, I have tried to make the starting point of the missile or the beam for the LG look just as good from the first person view , as from the outside of the model when firing. Its tough, and I dont think there is really a way to make it look exactly right...bleh. 
 
@Daya
Little known hack for explosion particles without sound:
particle(pos, '0 0 0', 0, 255);
(direction and colour will be ignored, count must be exactly 255, pos is the middle, obviously) 
Blood Redscreen 
Is there a way to disable or control the frequency of the red screen flash when the player takes damage? Apparently the QC is not doing a bf stuffcmd, so I guess this is done engineside? It sould be neat to setup the intensity based on the amount of damage taken...right now using Darkplaces, I cant find a setting for this and the effect seems the same no matter what the damage taken is. 
 
Dunno but sounds like the sort of thing that would trigger Smabler so go for it. 
 
Dmg_take controls red tint, dmg_save armour tint. Dmg_inflictor I think controls how the screen tilts. 
Quake 1 .bsp Lightmaps 
Does anyone have some documentation they could link me on how lightmaps are stored inside the .bsp?

I'm trying to create a Quake 1 map renderer in Unity and lightmaps are sort of my final frontier.

I've found some conflicting documentation, most of which is vague. From what I gather the lightmaps themselves are simple arrays of values 0-255. I assume it's just a big lump of bytes, and the faces point into it to the start of their lightmap, but I do not know how to determine the size of any given face's lightmap. bspfile.h defines it as [numstyles*surfsize], but I'm not sure where to find or how to calculate a faces surfsize for this purpose.

Can anyone toss me a pointer? 
 
Yeah, it's convoluted because they're not stored, you have to compute the lightmap sizes.

For each vertex on the face, you get the X and Y texture coordinates like this:

texcoord_x = (vert_x, very_y, vert_z, 1) dot (tex->vecs[0])
texcoord_y = (vert_x, very_y, vert_z, 1) dot (tex->vecs[1])

tex->vecs[0] and tex->vecs[1] are both vectors of 4 floats, tex is the texinfo_t* that has that's face texture alignment info.

Then, to get how many bytes wide/tall the lightmap is:
lightmap_width = ceil(max(texcoord_x) / 16.0) - floor(min(texcoord_x) / 16.0) + 1
lightmap_height = ceil(max(texcoord_y) / 16.0) - floor(min(texcoord_y) / 16.0) + 1

max(texcoord_x) is the maximum texcoord_x across all verts on the face. Hopefully I didn't mess anything up and the notation makes sense.

For reference this is the light tool code:
https://github.com/ericwa/tyrutils-ericw/blob/master/light/ltface.c#L355 
 
the engine source is probably the best documentation since it has code that reads, converts, and renders the lightmaps. 
 
Once you know, https://quakewiki.org/ would be a great host for that kind of information. 
 
I assume the notation above is dealing directly in the x/y coords of worldspace? I've already tamed the textures and mapping, if what I'm understanding is right, I should be able to use my existing code for decoding the texture UVs to do the lightmaps as well, with a little tweaking.

It was confusing because a lot of scraps I was finding were saying that lightmapping information/decoding was totally unrelated to texture UVs/composition, but it looks like that's not entirely true.

I'll give it a shot when I get off work.

Glad to see this place is still active. It was a huge help last time I worked on this project. It's the reason I've made it this far. 
 
I assume the notation above is dealing directly in the x/y coords of worldspace?
Yeah, the vert_x, very_y, vert_z are worldspace.

texcoord_x/y are in texture space, and dividing these by the texture width/height gives the texture U/V coordinates normalized to [0,1] (except they go outside that range for repeating.) So yeah you should be able to reuse some of the texturing code for this :-)

btw as a sanity check, the lightmap_width/height values you get should be between 1 and 18. 
Hipnotic's Bullet Hole Sprite 
Going further into properly integrating Scourge of Armagon's code into my mod, this time its sprites can't be properly compiled.
FTEqcc says "line9 - Unknown frame macro $spritename"

Here's the hipspr.qc file: http://pastebin.com/t0VypXAU

And yes, I made sure I also copy pasted the sprite files in the progs directory. 
 
that reminds me, i love that Jim Dose called it "QuickC" 
 
Daya, skip that file (delete it or something), its not qc code.
(note how its not included in hipnotic's progs.src either) 
That Was The Solution, Yup 
Gotta thank CZG for that 
Actually, 
When the compilation went with no errors this time, bullet hole sprites still don't appear on brushes.
Even though I made sure to place the bullethole code in weapons.qc as well, so I really don't know what's wrong here.
In the end I can overlook that while developping the mod, but it's still annoying. 
Issues With Fteqcc 
Ok so i'm trying to compile a hexen 2 and csqc project with fteqcc.
So, i can compile a standard hexen2 code normally, but if i try to put some csqc in it and link it with

#pragma sourcefile csprogs.src

in 'global.hc' the compiler complains with the following error:
": werror Q208: progs CRC not recognised from quake nor clones"
The thing is that if i compile the CSQC separately its all good, but i really dont wanna to have to do two compiles each time i want to compile the whole project.
Btw i'm using the command line fteqcc (same happens with GUI)
my compilation command:

>.fteqcc -src hc -Thexen2

And also, i'm using Hammer of Thyrion's HCode since i couldn't find anything better or updated... 
 
put this in your hexen2 code (before any functions are processed):
#pragma target h2 //or fteh2, if you're going fteqw-only.
#pragma keyword enable thinktime
#pragma keyword enable loop
#pragma keyword enable until
and then remove -Thexen2 from your commandline.

alternatively, you can use
#pragma target id //or fte, because you might as well
in your csprogs.src, again before any statements are execed (keep the -Th2 bit if you're leaving the progs.dat code alone).

Alternatively, as you're not using fteqccgui anyway, you might as well just run fteqcc twice, with a batchfile or whatever.
fteqccgui is good for debugging though (which pragma sourcefile was implemented to simplify). 
Great! 
I appended

#pragma target id

to the beginning of csdefs and it all went fine.
Thanks man! 
Darkplaces Water Twist/Movement 
I can't for the life of me figure out how to enable the correct software quake style of rendering water with all its twisting and writhing in the Darkplaces engine. All the water does is scroll back and forth. I'm trying to dig through the engine code to find it. Its got to be somewhere...just disabled or commented out, right?

Anyone know where it is? 
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