Search found 207 matches
- Sat Jan 17, 2015 6:37 am
- Forum: Engine Programming
- Topic: Compiling error message
- Replies: 2
- Views: 1507
Re: Compiling error message
You are compiling both world.s (the asm file) and world.c (the C file). I would remove world.s from your project. Somewhere in world.c there is something like #ifdef id386 or #if id386 and id386 isn't defined, or the world.c source file is intended for a "no assembly at all" build and doe...
- Fri Jan 16, 2015 9:44 pm
- Forum: Engine Programming
- Topic: Compiling error message
- Replies: 2
- Views: 1507
Compiling error message
">worlda.obj : error LNK2005: _SV_HullPointContents already defined in world.obj"
I started with (i think) baker's visual cpp 8 code and replaced some files with the enhanced glquake diff files. i wouldn't think this should hurt anything.
I started with (i think) baker's visual cpp 8 code and replaced some files with the enhanced glquake diff files. i wouldn't think this should hurt anything.
- Tue Dec 23, 2014 4:19 pm
- Forum: General Discussion
- Topic: SuperDuper Quake 3.1
- Replies: 2
- Views: 1706
Re: SuperDuper Quake 3.1
aw feckxaGe wrote:Qool new version. Haven't seen you post in a while.
Some of the monsters are the mulicolored no model diamonds in DP.
That diamond seems like it has a shotgun and LOL's like Homer.
thanks
let me know if theyre any others
- Tue Dec 23, 2014 6:39 am
- Forum: General Discussion
- Topic: SuperDuper Quake 3.1
- Replies: 2
- Views: 1706
SuperDuper Quake 3.1
new version i tried to remove the redundant weapons (most), cleaned up the code, organized the weapon arrangement, took out a few of the less interesting monsters, and added a couple of go-kart maps (bondo67, bondo69, bondo87, and bondo90) http://media.moddb.com/images/downloads/1/79/78415/quake59.j...
- Mon Apr 28, 2014 9:27 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 438723
Re: FitzQuake Mark V - Easy to compile and ...
https://sourceforge.net/projects/cbadvanced/files/FitzQuake/ Download the fitzquake_beta_1_source.7z all the latest changes in there. it coughs on afxres.h. cannot find include file. i looked this up and replaced it with winres.h. it says success but i can't find the exe anywhere nevermind. found it
- Mon Apr 14, 2014 3:06 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 438723
Re: FitzQuake Mark V - Easy to compile and ...
Fixed a few oversights in the code. R_EmitBox used a vec3_t for color the check for alpha becomes invalid by this though as a vec3_t can only hold a rgb value, i changed it to a const vec_t * instead to make it able to handle a rgba value. Note a vec4_t might be more prudent :). Changed a few memcp...
- Sun Apr 13, 2014 2:26 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 438723
Re: FitzQuake Mark V - Easy to compile and ...
do you have a link? or is it the same link?reckless wrote:Updated the msvc2012 project and it compiles fine now, the codeblocks project however needs some work it seems because gcc does not allow mixing UNICODE strings with ANSI in unzip.cpp and zip.cpp so you will get an error about it.
- Sat Apr 12, 2014 5:53 pm
- Forum: Engine Programming
- Topic: FitzQuake Mark V - Easy to compile and ...
- Replies: 115
- Views: 438723
Re: FitzQuake Mark V - Easy to compile and ...
i'm getting an enormous mess when I try to compile 1>------ Build started: Project: Fitzquake, Configuration: Debug Win32 ------ 1>Compiling... 1>dirent.c 1>c1 : fatal error C1083: Cannot open source file: '.\dirent.c': No such file or directory 1>crc.c 1>common.c 1>sbar.c 1>menu.c 1>keys.c 1>in_win...
- Wed Mar 26, 2014 5:49 pm
- Forum: Engine Programming
- Topic: i'd like to add colored lighting/lits to Enhanced GlQuake...
- Replies: 2
- Views: 1269
i'd like to add colored lighting/lits to Enhanced GlQuake...
is this tutorial any good?
http://www.quake-1.com/docs/quakesrc.org/95.html
i'm starting with this code from MH
http://forums.inside3d.com/viewtopic.php?p=25855#p25855
overbrights are enabled but RGBA is disabled. is this even possible? if so is there a tutorial i should start with?
http://www.quake-1.com/docs/quakesrc.org/95.html
i'm starting with this code from MH
http://forums.inside3d.com/viewtopic.php?p=25855#p25855
overbrights are enabled but RGBA is disabled. is this even possible? if so is there a tutorial i should start with?
- Wed Mar 21, 2012 9:58 pm
- Forum: QuakeC Programming
- Topic: monster_spawn function?
- Replies: 25
- Views: 8724
Re: monster_spawn function?
i was also able at one point to spawn an entire set of monsters in one spot, for some reason i never used it
you have to create a loop, then set origin to origin_x + n
while (n < 256)
{
monster spawn code
setorigin(monster,origin_x + n);
n = n + 32;
}
just adapt the dmsp.qc stuff
you have to create a loop, then set origin to origin_x + n
while (n < 256)
{
monster spawn code
setorigin(monster,origin_x + n);
n = n + 32;
}
just adapt the dmsp.qc stuff
- Wed Mar 21, 2012 9:56 pm
- Forum: QuakeC Programming
- Topic: monster_spawn function?
- Replies: 25
- Views: 8724
Re: monster_spawn function?
DMSP is a mod that spawns monsters in deathmatch maps, which is why it is called DMSP. (Deathmatch single player). http://strlen.com/maps/dmsp/index.html Back story done, continuing ... this mod spawns monsters out of thin air. 1) dmsp.qc thread: http://forums.inside3d.com/viewtopic.php?t=2587 wher...
- Tue Nov 22, 2011 2:34 am
- Forum: QuakeC Programming
- Topic: Random monster spawning
- Replies: 4
- Views: 1458
Re: Random monster spawning
Hey, what would it take to make a box in world craft, and inside that box monsters randomly spawn on a timer. The box would be invisable ingame, but what could I do to make this? would the only way be making a ton of random monster spawns on timers or what? thanks i do that in sdquake. the code is ...
- Tue Nov 08, 2011 6:53 pm
- Forum: QuakeC Programming
- Topic: quakeC bytecode
- Replies: 7
- Views: 1777
Re: quakeC bytecode
but to use it would be to make your mod work only in one engine Well hey, that's 50% of the engines that most modern Q1 based games should be targeting. The other being Darkplaces. However FTEs support for Quake3/ Quake 2 would make the whole process pointless. Darkplaces should support DLLs. : ) f...
- Tue Nov 08, 2011 5:06 pm
- Forum: General Discussion
- Topic: SuperDuper Quake 3.0 Alpha Beta!
- Replies: 5
- Views: 2034
Re: SuperDuper Quake 3.0 Alpha Beta!
fixed a bug with the god powers and now working on a couple of new powerups
- Tue Nov 08, 2011 5:05 pm
- Forum: QuakeC Programming
- Topic: runaway loop...
- Replies: 5
- Views: 1416
Re: runaway loop...
fixed