#2837 posted by ws on 2020/08/26 08:47:34
Your link is dead yhe1
#2838 posted by yhe1 on 2020/08/26 09:18:21
Code Topic
#2839 posted by madfox on 2020/08/27 01:56:12
Link won't work, updated.
Have A Question About Something ..
#2840 posted by Rustydusk on 2020/09/04 00:59:56
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
#2841 posted by madfox on 2020/09/04 01:48:24
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.
#2842 posted by anonymous user on 2020/09/04 02:10:12
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
#2843 posted by anonymous user on 2020/09/04 02:20:33
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 ..
#2844 posted by Rustydusk on 2020/09/04 02:29:24
Code looks like this..
/*
===========
PlayerClimb
============
*/
void() PlayerClimb = //johnfitz
{
self.velocity = '0 0 160';
///The code that i want goes here
};
I Get The Question
#2845 posted by madfox on 2020/09/04 02:48:31
but wouldn't it be something equal to void() trigger_monsterjump in trigger.qc? //poor johnfitz
Have A Question About Something ..
#2846 posted by Rustydusk on 2020/09/04 02:49:10
I wrote a bit you must look previous posts
#2847 posted by madfox on 2020/09/04 02:50:10
lost
#2848 posted by anonymous user on 2020/09/04 02:52:55
What?
#2849 posted by anonymous user on 2020/09/04 02:58:37
İ will glad if you help me
#2850 posted by anonymous user on 2020/09/04 03:02:40
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
#2851 posted by Drown on 2020/09/04 04:24:53
How can adapt ledge grab feature in actual quake1 server side quake c code
Ledge Grab Help
#2852 posted by Drown on 2020/09/05 03:53:51
Solved :)
Saying Hello
#2853 posted by r0bie874 on 2020/09/07 03:53:46
Hello everyone...hmm ledge grabbing in quake?I do not know if it is worth doing research.
RE #2853
#2854 posted by muk on 2020/09/07 04:31:37
Its in Slayers Testaments.
#2855 posted by r0bie874 on 2020/09/07 04:53:22
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
#2856 posted by Drrrell on 2020/09/11 07:28:49
I have animated leg model but i dont know how add its can someone help me
Question About Adding Leg Model
#2857 posted by Drrrell on 2020/09/12 00:45:17
Solved.
Having Trouble Compiling Gameplay Edits
#2858 posted by tddgst on 2020/09/12 23:21:43
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:
#2859 posted by metlslime on 2020/09/13 06:59:35
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.)
Re: Metlslime
#2860 posted by tddgst on 2020/09/13 07:21:14
Ah, alright. So are there ways to edit stuff like the view with the QuakeC source? Like I said in the last post, I'm wanting to change the angle when you're dead from 80 to 0. I looked around and couldn't find anything in the QuakeC source referencing it.
Also to clarify the basedir issue, it would only check for it in my C drive when trying to build and run the engine in CodeBlocks. Dragging the compiled engine into a quakespasm directory gave me the generic error. Unless you meant have the engine source files in the same location as quakespasm. In that case, I have the engine and quakespasm in separate locations.
Tddgst:
#2861 posted by metlslime on 2020/09/13 07:44:20
I don't know anything about codeblocks, but if you are trying to launch the game from within that, you might need to find a way to set the "working directory" of the executable to your quake directory.
In terms of whether you can do what you want in quakec, I found this in the engine source:
if (cl.stats[STAT_HEALTH] <= 0)
{
r_refdef.viewangles[ROLL] = 80; // dead view angle
return;
}
This implies it's hard-coded in the engine, and the way this logic is written, the only way to avoid it is to set player health to a value greater than 0. However that has various side effects like HUD shows a nonzero health, enemies react to you, etc.
New Idea: what if you let the player die, but then set he intermission camera to match the player's current location, but without a roll? (not sure if intermission camera can be abused in this way when the level is not actually completed, but worth a try.) Or do some other 3rd person camera logic to basically disconnect the camera from the dead player?
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