Search found 96 matches

by Max_Salivan
Tue Nov 05, 2013 6:21 pm
Forum: QuakeC Programming
Topic: Problem with FTEQCC GUI
Replies: 8
Views: 3686

Re: Problem with FTEQCC GUI

I understand how to get this error. When i direct my mouse on editor window with defs.qc(for example) its crashing. "0x0043c35a" in "fteqccgui.exe": 0xC000041D: 000000000043C35A movzx eax,byte ptr [rax] > Fteqccgui.exe! 000000000043c35a () [Frames below may be incorrect and (or) ...
by Max_Salivan
Tue Nov 05, 2013 4:45 pm
Forum: QuakeC Programming
Topic: Problem with FTEQCC GUI
Replies: 8
Views: 3686

Problem with FTEQCC GUI

Hello,guys,i have a strange problem with fteqcc. When i want to edit code in fteqccgui, its gives me error "program win64-fteqccgui.exe doesnt work" i think,problem is in Win8 lol... Downloaded fteqcc from here: http://triptohell.info/moodles/fteqcc/ maybe this help(from MVS): An unhandled...
by Max_Salivan
Tue Nov 05, 2013 1:16 pm
Forum: QuakeC Programming
Topic: Player Speed
Replies: 7
Views: 2377

Re: Player Speed

one time i used cvar_set ("sv_maxspeed", "80"); in worldspawn function for player's speed :lol:
by Max_Salivan
Mon Nov 04, 2013 11:48 am
Forum: QuakeC Programming
Topic: Place_Model Problems
Replies: 13
Views: 3024

Re: Place_Model Problems

This suggests a map which requires a certain mod is loaded in standard Quake or the wrong mod directory....maybe
by Max_Salivan
Mon Nov 04, 2013 10:29 am
Forum: QuakeC Programming
Topic: Place_Model Problems
Replies: 13
Views: 3024

Re: Place_Model Problems

maybe wrong key and value parameters or model name?) key: model Value: progs/Quake.mdl try mine :D void() model_touch = { local vector v; local float yaw; if (other.classname != "player") return; if (other.groundentity == self ) return; if (other.origin_z + other.mins_z + 8 >= self.absmax_...
by Max_Salivan
Mon Oct 28, 2013 4:29 pm
Forum: QuakeC Programming
Topic: Adding Ladders
Replies: 12
Views: 3039

Re: Adding Ladders

// // LADDERS: Written by Frank Condello <pox@planetquake.com> // .float laddertime; .float ladderjump; float LADDEROFS = 0.36;// touchy... // This is tricky cause we can't just check key presses... void() ladder_touch = { local vector vel; float fvel, spd; if (other.classname != "player"...
by Max_Salivan
Fri Sep 20, 2013 1:53 pm
Forum: Engine Programming
Topic: Upcoming Tutorial: The Seamless Multi-Map World
Replies: 30
Views: 12032

Re: Upcoming Tutorial: The Seamless Multi-Map World

max, does loadgamestate not contain an internal spawnserver call already? its contain SV_SpawnServer (mapname, startspot); i think,this system can be better,if port it from Hexen 2 with save/load game system Hexen's system is awesome:) i tryed port it,but failed somewhere in changelevel may be..argh
by Max_Salivan
Tue Sep 17, 2013 4:42 pm
Forum: Engine Programming
Topic: Upcoming Tutorial: The Seamless Multi-Map World
Replies: 30
Views: 12032

Re: Upcoming Tutorial: The Seamless Multi-Map World

with this #if 666 strcpy(startspot, sv.startspot); // try to restore the new level if (LoadGamestate (mapname, startspot)) SV_SpawnServer (mapname, startspot); else SV_SpawnServer (mapname, NULL); #else SV_SpawnServer (mapname); #endif i got error "Received signon 1 when at 1" idk how ti f...
by Max_Salivan
Tue Sep 10, 2013 4:49 pm
Forum: Engine Programming
Topic: Upcoming Tutorial: The Seamless Multi-Map World
Replies: 30
Views: 12032

Re: Upcoming Tutorial: The Seamless Multi-Map World

ceriux wrote:this seems like an awesome feature that every quake engine should have. it helps mappers and mod makers alike. baker do you have an engine with this already implemented ? (i would like to see sock work this into his project, would be awesome)
i have Fitz Quake with it
by Max_Salivan
Tue Sep 10, 2013 11:51 am
Forum: Engine Programming
Topic: Upcoming Tutorial: The Seamless Multi-Map World
Replies: 30
Views: 12032

Re: Upcoming Tutorial: The Seamless Multi-Map World

to PART II: QuakeC if (startspot) { spot = world; pcount = 1; while(pcount) { spot = find (spot, classname, "info_player_start"); if (!spot) pcount = 0; else if (spot.targetname == startspot) pcount = 0; } } if (!spot) { spot = find (world, classname, "info_player_start"); if (!s...
by Max_Salivan
Tue Aug 06, 2013 6:02 pm
Forum: Mapping
Topic: The TrenchBroom Level Editor for Quake
Replies: 143
Views: 139140

Re: The TrenchBroom Level Editor for Quake

when will the new version?

Texture wads and subdirectories are not saved:)
And its needs in compiler :D
by Max_Salivan
Sat Aug 03, 2013 8:38 am
Forum: QuakeC Programming
Topic: ODE Physics[FTE or DP]
Replies: 7
Views: 2682

Re: ODE Physics[FTE or DP]

ahh,thanks,Spike,got it in FTE,just set physics_ode_enable to 1
i have ode_double.dll,but where i can find libode1_64.dll?

i am use only SSQC,but its works good

What should be
sv_mintic and sv_maxtic ?
by Max_Salivan
Fri Aug 02, 2013 11:06 pm
Forum: QuakeC Programming
Topic: ODE Physics[FTE or DP]
Replies: 7
Views: 2682

ODE Physics[FTE or DP]

Hello guys,anyone know something about ODE? In Darkplaces we have libode1(497kb) and defs,its working good,but i have some problems with moving physics,looks like its stoping lol /DP_PHYSICS //idea: LordHavoc //darkplaces implementation: LordHavoc, divVerent //constant definitions: float MOVETYPE_PH...
by Max_Salivan
Mon Jul 29, 2013 12:01 am
Forum: General Discussion
Topic: RenegadeC mods,somebody has these?
Replies: 4
Views: 3222

Re: RenegadeC mods,somebody has these?

RenegadeC wrote:I have more than that. :) I just need a new host, especially for TAoV beta's (which I'm actively working on still ;))
wow wow,my idol here:)

P.S
someone,give new host for this man :lol:
by Max_Salivan
Sat Jul 13, 2013 8:43 pm
Forum: General Discussion
Topic: RenegadeC mods,somebody has these?
Replies: 4
Views: 3222

Re: RenegadeC mods,somebody has these?

mother of god!
big thanks:)