#2244 posted by khreathor on 2017/01/20 09:55:08
Here you can read about some features: http://wiki.quakeworld.nu/Original_CustomTF_Version_File
You can find sources on SourceForge etc.
thanks man, much appreciated.
BUMP.
#2248 posted by Shambler on 2017/02/08 23:31:23
For people with coding issues.
^
#2249 posted by Blitz on 2017/02/11 03:13:38
Was there already a long discussion at some point in the history of this board for why the Coding Help thread *shouldn't* be a permanent thread? Because it seems like it should be.
Especially If It Avoids Half-arsed Toss Like This:
#2250 posted by Shambler on 2017/02/12 20:37:30
QC Help [EDIT]
Posted by ijazz2 [125.17.68.26] on 2017/02/12 17:17:33
I am making a mod,but it wont compile.
I have spent one year making this plus correcting bugs,and on top of that school.So please,could someone help me? Fix fusion2.zip.
Quaketastic.com ,file in the QC Mistakes dir.
If anyone wants to use this then please put something like
modname/authorname_qc_date in DD/MM/YYYY .ZIP OR .7Z
THANK YOU,
-ijazz
Alos +1 vote for Quake Engines sticky, and Other PC Games thread sticky. Jury's out on CZG's Anus sticky but you can guess where my vote lies.
FTEQCC Unwarranted Warnings.
#2251 posted by czg on 2017/02/12 22:59:14
So I tried to clean up my qc a little bit and moved all the precaches in the worldspawn into its own function:
void worldspawn() =
{
(...)
precacheSounds();
precacheModels();
(...)
};
But now FTEQCC spams me with these warnings, even though it obviously works and these sounds are being precached:
player_movement.qc:80: warning F210: Sound "misc/water1.wav" was used but not precached
note: suppressed 12 more warnings about precaches.
Compile finished: ../progs.dat (id format)
Done. 22 warnings
Any way to get it to recognize that the precaches actually take place or disable this warning? I've already removed all other warnings from the source, so it'd be nice to have an actual clean compile for once.
This is in FTEQCC: Feb 11 2017
#2252 posted by Spike on 2017/02/12 23:59:40
precache_sound() vs sound() calls go based upon string immediates that are passed in. if you're not using an immediate then fteqcc can't read/check it for you.
I guess you're looping through an array to precache your sounds (thus no immediates, so fteqcc can't see them), so either use the same lookup in your sound calls as in your precache_sound calls, or just '#pragma warning disable F210' to disable those warnings.
Not Doing Anything That Fancy I'm Afraid.
#2253 posted by czg on 2017/02/13 02:19:18
I just literally pulled all the precache calls from worldspawn out into a new method:
void precacheSounds() =
{
precacheSound ("misc/menu1.wav");
precacheSound ("misc/menu2.wav");
precacheSound ("misc/menu3.wav");
precacheSound ("misc/torchon2.wav");
precacheSound ("misc/spark.wav");
//and then ~200 more lines of the same...
I'll probably just disable the warning for now. It's easy enough to notice when you've forgotten to precache something.
And By The Way
#2254 posted by czg on 2017/02/13 02:26:52
Is there a list of all the pragmas and other interesting settings supported by fteqcc?
I've noticed you can actually do a whole lot of macro fuckery with it, which might turn out to be either really good or really bad...
What Are You Working On?
#2255 posted by generic on 2017/02/13 03:54:55
Hmmm...
Fteqcc Info ...
#2256 posted by Baker on 2017/02/13 05:37:08
Other Fteqcc Info:
#2257 posted by Baker on 2017/02/13 05:44:50
This Is All Very Useful Info!
#2258 posted by czg on 2017/02/13 09:22:51
Thanks!
Useful Info Turns Out To Be Eldritch And A Gateway To Evil
#2259 posted by czg on 2017/02/13 22:16:50
This is madness. I should not be doing this.
http://pastebin.ca/3767491
Ugh
#2260 posted by Kinn on 2017/02/13 23:27:08
Maths help please.
Given that:
1) I know the normal vector of a brush face.
2) I know the texture offset, scale and rotation on that brush face.
3) Quake's standard texture projection is being used (no fancy ETP stuff here, no sir)
How do I then calculate the width and height (in quake units) of a texture pixel as it appears projected on that brush face?
Why do I need to know this? Oh god, please don't ask :(
Never Mind
#2261 posted by Kinn on 2017/02/14 03:41:41
Hacked it in by raycasting from rotated and scaled texture coordinates along the direction of the projection axis onto the face plane and then measuring the distance between the points where the rays hit the plane.
If anyone's wondering, I was tested some retarded idea in Unity. Conclusion: idea was in fact retarded.
Quake Mod With Deleted Enemies
#2262 posted by SpanishDiablo on 2017/02/15 19:24:03
Dear Quake 1 community:
I'm looking for a SP mod for Quake 1 restoring the vomiting-tarbabies-Vomitus, the nailgun-ogre and the teleport-Vore/Wizard. I know you have very similar things in the community, but so far have been unable to identify them.
May you help?
Thank you!
I made a mod a while back which restored the ogre nail thing. The grenades are better, waaaay, better.
I'm not saying give up, I'm saying you'll probably be disappointed in that functionality.
Non-Euclidean Geometry?
#2264 posted by charles the cat on 2017/02/17 00:43:44
Do there exist mods that add worldportals? If not, how could they be implemented? My understanding of binary space partitioning suggests that this should be possible without wierd, hacky solutions like complicated dynamic camera/teleport setups.
Generic Question
#2265 posted by czg on 2017/02/21 12:46:25
Can you guys think of anything that's saved in a standard savegame that is specific to a player's preference?
The only thing I can think of is the player netname, which might not be something you care about in a singleplayer game.
Thinking about how feasible it is to include a savegame file with a map, for reasons
@charles The Cat
#2266 posted by damage_inc on 2017/02/21 13:20:38
I may not understand you correctly but...
Xonotic(Dark Places engine) has portals, and a member of Quake One, Nahuel I think, modified the QuakeC(progs.dat) for it to work in regular Quake(again DP only).
I have mapped with it and teleports are not used at all.
HTH's
CZG
#2267 posted by Preach on 2017/02/21 19:51:37
I did a map hacky thing which created a new adventure on e3m6 using a specially edited save game. As far as I know, nobody had any issues or any preferences overwritten by it.
PS: If you aren't combining this with the trigger_changelevel trick, then I sure will be sometime in the future...
Statue Model
#2268 posted by madfox on 2017/02/22 09:00:21
My attempt to convert my new model turned out wrong.
I took the code from soe.qc, deleted all new monster.qc and checked out the knight and hellknight. They both worked well.
Then I transcripted one of the two codes to my own model, but as result it wouldn't appear.
Is this statue code in someway assigned to these two monsters only,
or is my code messed up?
code
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