
Particles
#3598 posted by
ranger on 2025/04/16 18:16:40
I remember seeming arcane dimensions have different size particles and particles that change size and rotate?

Projectile Sound
#3599 posted by
ranger on 2025/04/25 17:25:10
Is it possible to give rockets ambient sound when they fly like in Quake 3?

Playable Monsters?
#3600 posted by
ranger on 2025/05/09 01:33:16
I don't really have any idea how to do this (tho i think i saw 1 or 2 old mods do this?)
1 how do i make the player start with a spawn menu when they first spawn into a map?
2 and then how do I make them spawn as a monster?
3 and how do i make them control the monster?

Ranger
These are some fairly sophisticated questions depending on your expereince with QuakeC and programming in general.
I certainly can't show you how to do these in a forum post but others probably can. But the good news is all or most of these are available as tutorials
on this hideously ugly but infinitely helpful website.
#3602 posted by
ranger on 2025/06/02 12:49:32
Does anyone know any of those old mods where you can play as a monster selected from a menu, and it includes the scr qc in the download?
Or how to decompile their progs.dat?
I think if I take a look how they did it, would help!

How Can I Run A Command On Player Spawn?
for example,i want to run "impulse 50" whenever i go to a new map. how can i do this? im using FTEQCC version 6202 and the ironwail 0.8.0. i've tried to use stuffcmd() in PutClientInServer() but it doesnt seem to have any real use since it cant run any command! do you guys know if it is even possible?

Workarounds
#3604 posted by
Preach on 2025/06/18 00:06:49
Guessing it's just sending the command before the client is ready to receive it. But what you've got going on is quite a complicated game of telephone. The server is sending a command to the client, which causes the client to send an impulse back to the server. Why don't we cut out the middleman by simulating the impulse without all the back and forth?
self.impulse = 9;
ImpulseCommands();

Compiling Alkaline W/ FTEQCC
#3605 posted by
Proto on 2025/06/27 16:50:20
Has anyone tried to compile Alkaline? I'm new to quake coding, but I've had success with copper compiling but sadly not Alkaline, the weird thing too is that it doesn't spit out any errors?? it just refuses to make a progs.dat file. Here are the screenshots
PS C:\Users\Lex> & "C:\Quake\FTEQCC\fteqcc64.exe" -src "C:/ak/src" -o progs.dat -Tfte
Successful compile:
https://i.imgur.com/MsUMjZM.png
All Alkaline
.QC files plus devkit stuff
https://i.imgur.com/PhRVJEr.png
No output?? shouldn't there be a progs.dat like it said? I've even moved it to C:/ak for testing.
https://i.imgur.com/WvdStGt.png
Does anyone know? what the heckers...

Speculation
#3606 posted by
Preach on 2025/06/27 21:51:37
Is there any chance it's generating it at
C:\Users\Lex\progs.dat?
#3607 posted by
Proto on 2025/06/28 01:22:45
I guess it doesn't matter now, I found the GUI somewhere and that "fixed" it 🤔 sadly not at C:\Users\Lex\progs.dat Thanks though!
#3608 posted by
Proto on 2025/07/07 04:07:52
Does anyone know how the movement code is delt with? There's nothing obvious where "forward moves the player" anywhere in the Alkaline mod code base 🤔 I've heard it's supposed to be in pmove.qc but there isn't one. Is that somewhere else in the engine or something? I feel like I'm missing something

Correct Suspicions
#3609 posted by
Preach on 2025/07/08 21:58:12
Your guess is correct. There really is a file called pmove.c in the QuakeWorld source:
https://github.com/id-Software/Quake/blob/master/QW/client/pmove.c
The equivalent in the regular Quake engine is here:
https://github.com/id-Software/Quake/blob/master/WinQuake/sv_phys.c
This means that if you want to change how the player moves from within QuakeC, you have to work around what the engine is automatically doing on the player's behalf.

Hooking Up To Run Key
#3610 posted by
ranger on 2025/07/11 19:28:58
what exactly do i need to do to make the game execute an action when cl_movespeedkey/+speed is pressed?
#3611 posted by
ranger on 2025/07/11 19:30:05
for example, while running it will spawn particles behind the player for 5sec

See Above
#3612 posted by
Preach on 2025/07/12 23:34:44
The previous post about player movement physics is immediately relevant again. The engine does nearly all the work of turning the player inputs into movement. The only part that's delegated to the QuakeC is how to respond to a jump command. And like the directional keys, +speed is not communicated to the QuakeC because it isn't necessary to make the movement work.
The same advice applies, you need to try and work around what the engine does on your behalf. Consider whether you can infer whether the player is running based on things that QuakeC can observe e.g. velocity, on-ground status, position. The PlayerPostThink function is the earliest opportunity as it runs right after engine physics.
You might find in practice checking the velocity is preferable. If the player is holding the run key but their attempted movement is blocked by a wall, should the particles spawn? Probably not!