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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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Especially If It Avoids Half-arsed Toss Like This: 
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. 
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 
 
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. 
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 
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? 
Hmmm... 
Fteqcc Info ... 
Other Fteqcc Info: 
This Is All Very Useful Info! 
Thanks! 
Useful Info Turns Out To Be Eldritch And A Gateway To Evil 
This is madness. I should not be doing this.
http://pastebin.ca/3767491 
Ugh 
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 
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 
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? 
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 
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 
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 
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 
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 
#2268 
surely that doesn't even compile... 
Well 
it does, and it has a rather fancy skinn anim as the model in screenshots #14579 shows.
Why it is I don't know. I thought anim skin wasn't possible.

I think I screwed up the blrg.atk1 and balrog.atk names.
I thought the knight.qc and hknight.qc were ttached somewhere to the statue code only. 
Found It 
missed semicolon. 
Angles_x Question 
Hi, please refer to this post where I describe a difference I found between how NetRadiant interprets angles versus how Quake 1 does (with regard to the orientation of models):

http://www.celephais.net/board/view_thread.php?id=61357&start=75

relevant image here:
http://i.imgur.com/KpBsWHB.png

I assume NetRadiant is geared up to conform to Quake 3's interpretation of angles. Is there a difference then between how Quake 1 and 3 do it - namely to do with angles_x being inverted? 
 
inverted pitch angles is an 'unfixable' clientside bug that was present in the original software renderer, that was replicated in glquake and all quake engines since.
bsps and sprites pitch correctly - like in *Radiant, and mdls (and by extension md3+iqm - hurrah for consistent inconsistencies) pitch the wrong way.

makevectors uses 'proper' angles, but vectoangles is also affected by the bug.

it was fixed for hexen2 and quake2, but if you want to run quake mods properly then things must remain 'broken', especially if you want to join a public server.

probably the easiest way to deal with it is to create two separate entity types or something, then the mdl/md3/iqm version can just do self.angles_x *= -1.

there shouldn't be any other angle issues, just that one. 
Spike 
Thanks - very useful info. 
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