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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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Oh... 
And I forgot, you have to set the entity style in the map editor anyway because it needs to be there for light.exe to set up the light maps correctly.

So just declare the light style in a centralized location with a unique number < 32 and then set it on the light entities in the map editor, and that should be it. 
 
I will ask two more questions for Madfox regarding the Chasm mod.

In Chasm mod 2.4. when the Faust fires a rocket, there is no explosion. I used to think that this issue is not a big deal, as there are tons of mods with Rocket Ogres and Rocket Grunts, but apparently it is not that simple. Madfox made a video of it here:

https://youtu.be/BL4vuKIl8N8

You can see there is no explosion.

The second question is that when one of the monster dies, its corpse floats in the air. I have provided two saved games, one with the creature alive, and another with the creature dead.

https://www.dropbox.com/s/dptouqamw0mgcmk/chasm2.4%20save.rar?dl=0

If somebody could take a look at these two issues it would be great. Thanks!

The chasm mod is found here:

http://home.kpn.nl/lo2kf8/quake/maps/Quasm_dev2.4.zip 
 
Your link is dead yhe1 
 
Code Topic 
Link won't work, updated. 
Have A Question About Something .. 
Can we make quake player automatically move forward by players his own forward direction
Im really getting stuck about it please some one help me ı wısh i could ask a true question... 
// Player Not Fixed 
I don't understand the question.

Do you want to get behind a player to move it foreward,
or do you need a code so you don't have to push a foreward button?

I don't want to offend you, but I really get stuck to understand your question. 
 
Yes second one i need an auto forward velocity code.i have a trigger and i want to player go forward automaticlally every time when player touch
And thank you 
 
I forgot to tell that player must go forward automatically by triggers angle and may can jump may be hide his weapon bla bla :) 
Have A Question About Something .. 
Code looks like this..

/*
===========
PlayerClimb
============
*/
void() PlayerClimb = //johnfitz
{
self.velocity = '0 0 160';
///The code that i want goes here
}; 
I Get The Question 
but wouldn't it be something equal to void() trigger_monsterjump in trigger.qc? //poor johnfitz 
Have A Question About Something .. 
I wrote a bit you must look previous posts 
 
lost 
 
What? 
 
İ will glad if you help me 
 
void() trigger_monsterjump =
{
if (!self.speed)
self.speed = 200;
if (!self.height)
self.height = 200;
if (self.angles == '0 0 0')
self.angles = '0 360 0';
InitTrigger ();
self.touch = trigger_monsterjump_touch;
}; 
Ledge Grab Help 
How can adapt ledge grab feature in actual quake1 server side quake c code 
Ledge Grab Help 
Solved :) 
Saying Hello 
Hello everyone...hmm ledge grabbing in quake?I do not know if it is worth doing research. 
RE #2853 
Its in Slayers Testaments. 
 
hmm i heard about it but i didn't download and play it i wondered how did they get it 
Question About Adding Leg Model 
I have animated leg model but i dont know how add its can someone help me 
Question About Adding Leg Model 
Solved. 
Having Trouble Compiling Gameplay Edits 
Some changes I wanted to make for a small gameplay mod couldn't be done with the .qc source code, so I tried editing the Quakespasm source code. FTEQCCGUI didn't work, but the CodeBlocks project file they included did.

First problem was that the basedir was being set to my C:\ drive. https://cdn.discordapp.com/attachments/441366164803682318/754444940465012797/unknown.png
I don't know where I'd look to change that, but I can just put QS there temporarily.

After doing that, building and running it through CodeBlocks works just fine. But when I tried putting the built .exe into the temporary location, I get a generic error: "The application was unable to start correctly (0xc000007b)" when running the built .exe.

I don't really know what to do here. I'm jumping through all these hoops to make the death camera angle at 0 instead of 80. Ideally I could do it through FTEQCCGUI so it'd act like a mod instead of an entirely different engine, but like I said I couldn't get it to compile properly FTEQCCGUI (definition errors or expecting brackets, usually).

If someone could help me out, I'd really appreciate it. Like I said, ideally I'd compile these into a mod (like a prog.dat file), but if the only way I can edit the WinQuake derivatives is by making it into an .exe, then I'll do that, I just need to know what I'm missing. Or if there's a better way to do this. 
Tddgst: 
First, know that quake engine source can only be used to make a new engine, and QuakeC source can only be used to make a new mod. They are completely separate things, you can't use engine source and try to compile it into a mod.

Second, the basedir issue is most likely due to how you are launching the game. If you already have a working quakespasm setup, you should put your engine in the same place (with a different filename of course), and launch it the same way (either with a shortcut with the same options, or with a batch file with the same options.) 
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