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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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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. 
 
"I just literally pulled all the precache calls from worldspawn out into a new method:

void precacheSounds() =
"
are you still calling precacheSounds() within worldspawn or else where? 
Calling It In Worldspawn Exactly Where The Precaches Were Originally. 
 
Randomized Velocity In A Range 
Forgive me if this is more a general coding question but, is there a way to find a random number within a certain range? Like if I want a randomized x velocity from 150 to 300 for a gib 
Or Rather 
-150 to 300, sorry for not editing, forgot i had a login 
#2278 
(Random() * 450) - 150;

where Random() returns a random number from 0-1 - i assume QC has that? 
A Better Answer 
so yeah the general case for getting a random number between min and max is:

(random() * (max - min)) + min

where random() would be a builtin function returning a random number in the range 0-1 
Thank You 
How do i put a negative number in there? Like say i want a range from -250 to 250 
 
It's no different, "min" is -250, "max" is 250, so that would be

(random() * 500) - 250 
Thanks 
First time i did it with negatives i must've entered something wrong, now it's working thank you 
Any Way To Set Model Flags Through QC? 
Hexen 2 has some extra model flags for trails that I can't set unless I merge models with QME, but I still can't get exactly what I want 
@bloodshot 
random:
random(-250, 400) will give you a random number between -250 and 400.
this will work with any HexenC compiler, as well as fteqcc even when not targetting hexen2.

model flags:
fte and dp both have some .float modelflags; field.
unfortunately the networking only supports the first 8 bits, and isn't supported by any (non-fte) hexen2 engines, so it won't get you anyhwere.
you may need to resort to a hex editor. you want the 32bit int at offset 0x4c.
although I'd like to think that later versions of qme allowed setting arbitrary flags... 
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