Search found 22 matches
- Sat Jan 04, 2014 4:49 pm
- Forum: QuakeC Programming
- Topic: Updating a mod?
- Replies: 12
- Views: 3183
Re: Updating a mod?
Will do, thanks Cobalt.
- Sat Jan 04, 2014 2:39 pm
- Forum: QuakeC Programming
- Topic: Updating a mod?
- Replies: 12
- Views: 3183
Re: Updating a mod?
Thanks for that, Qbism. Yeah, I don't have that file either. I even tried going to frika's homepage and couldn't find that.
- Fri Jan 03, 2014 6:47 pm
- Forum: QuakeC Programming
- Topic: Updating a mod?
- Replies: 12
- Views: 3183
Re: Updating a mod?
Hey I'm gonna give this another shot. However, I have no documentation on how to update from the 0.09 Version of Frikbot to the new 0.10 (X). I know it exists out there, but all I can find is how to install the WHOLE frikbot as opposed to just updating it. I don't want to accidentally remove any fea...
- Tue Dec 03, 2013 4:56 pm
- Forum: QuakeC Programming
- Topic: Updating a mod?
- Replies: 12
- Views: 3183
Re: Updating a mod?
That must be why I didn't have to fill out a survey. +1 For Adblock, lolSpirit wrote:https://www.quaddicted.com/files/mods/b ... 11full.zip
You guys should install adblockers Adblock Edge for Firefox is nice.
- Tue Dec 03, 2013 2:06 pm
- Forum: QuakeC Programming
- Topic: Updating a mod?
- Replies: 12
- Views: 3183
Re: Updating a mod?
It's on DM 1 already. And what survey are you talking about? I didn't have to fill one out to DL. It's also in the description of my YT video.r00k wrote:try setting deathmatch 1 or teamplay 0??
cant download the mod, just feels weird to fill out a survey.
- Tue Dec 03, 2013 1:09 am
- Forum: QuakeC Programming
- Topic: Updating a mod?
- Replies: 12
- Views: 3183
Updating a mod?
Hey I have a question: I play a mod called Black Ops for Quake 1, and love the game all around. The problem I'm having is with the Frikbots - They don't shoot at me, they shoot at each other though? So, basically what I want to know is, can I update the old frikbot (0.9 version) to the new one witho...
- Mon Aug 06, 2012 9:37 pm
- Forum: Tutorial Help
- Topic: Quake 3 : Console command issues
- Replies: 0
- Views: 5239
Quake 3 : Console command issues
Hi, I was playing quake 3 on the pandora, but ran into an issue while trying to access console commands. The error was: quake 3 stdin is not a tty; tty console mode failed. I google it and found this issue at line 480 of this link: http://www.nanobit.net/doxy/quake3/unix__main_8c-source.html I don't...
- Fri Jul 20, 2012 8:28 pm
- Forum: Tutorial Help
- Topic: How to compile Quake 2 mods in PSP format?
- Replies: 5
- Views: 8338
Re: How to compile Quake 2 mods in PSP format?
Ah, so he didn't release it, eh? Well then, how did he find it? I mean, it's bound to be on the internet somewhere, right?leileilol wrote:you would know how, if w_crowbar ever shared the source
- Mon Jul 16, 2012 5:01 pm
- Forum: Tutorial Help
- Topic: How to compile Quake 2 mods in PSP format?
- Replies: 5
- Views: 8338
How to compile Quake 2 mods in PSP format?
Hey. I've been wondering (for the longest time) how to compile a quake two mod in a prx (which is a psp file) I know I have to have the source code, but I'm not sure to which one (i.e: x64, x86, Linux). I would also like to know what I would need in terms of compiling the mods, like do I need cygwin...
- Tue Jul 03, 2012 7:52 pm
- Forum: Tutorial Help
- Topic: ProQuake for PSP: Adding sv_cheats?
- Replies: 15
- Views: 15225
- Sat Jun 30, 2012 2:02 pm
- Forum: Tutorial Help
- Topic: ProQuake for PSP: Adding sv_cheats?
- Replies: 15
- Views: 15225
Re: ProQuake for PSP: Adding sv_cheats?
almost sounds like a typo in your makefile. sounds like the rule depends upon cl_cam.o instead of cl_cam.c I found out what the issue was with that, I typed 'make' not make -f makefilenormal. Now I have a new issue: It says: make: psp-config: command not found. It also says the psp sdk wasn't found...
- Sat Jun 30, 2012 1:21 am
- Forum: Tutorial Help
- Topic: ProQuake for PSP: Adding sv_cheats?
- Replies: 15
- Views: 15225
Re: ProQuake for PSP: Adding sv_cheats?
Hi sorry for bumping, but I'm trying to compile a slim version of mexi's revamped engine source for a friend. But I get this error: Make *** No rule to make target 'cl_cam.o, needed by release/gl/cl_cam.o Stop. I haven't done this since early May, so I know I'm doing something simple wrong... But wh...
- Fri May 04, 2012 7:28 pm
- Forum: Tutorial Help
- Topic: ProQuake for PSP: Adding sv_cheats?
- Replies: 15
- Views: 15225
Re: ProQuake for PSP: Adding sv_cheats?
You will almost certainly have to disable UAC to run Cygwin. Windows 7 or Vista don't let Cygwin do all the Cygwin stuff with all the restrictions UAC places on folders and file writes and such. Here is a Windows Vista oriented link to disable UAC, if using Windows 7 Google it: http://www.howtogeek...
- Fri May 04, 2012 5:48 pm
- Forum: Tutorial Help
- Topic: ProQuake for PSP: Adding sv_cheats?
- Replies: 15
- Views: 15225
Re: ProQuake for PSP: Adding sv_cheats?
2. What do I use to compile? I currently have Cygwin, Code Blocks, and DevCPP. I don't want to keep installing random things just to find out that I ended up needing a different compiler. If it is in fact Cwgwin, I don't know how to use it, all I see is a terminal... I've heard that I need PSP Tool...
- Mon Apr 30, 2012 8:34 pm
- Forum: Tutorial Help
- Topic: ProQuake for PSP: Adding sv_cheats?
- Replies: 15
- Views: 15225
Re: ProQuake for PSP: Adding sv_cheats?
Thanks, Baker! Hey, how do you compile as an eboot? It doesn't say anything about compiling for PSP, or does it not matter? Sorry for being noobish, lol. The above will not compile on for the PSP. There is no exact same codebase engine that is the same for Windows and the PSP, although both the Kur...