I did notice Darkplaces loading maps a bit slower, but framerate seemed fine on big maps. It's the saving bug which is particularly annoying me, and it doesn't seem to be specific to my machine.
Are Darkplaces and FTEQW the only two fleshed-out engines that implement CSQC?
Search found 5 matches
- Tue Jun 12, 2012 11:46 am
- Forum: Mapping
- Topic: Mapping limitations in Darkplaces?
- Replies: 4
- Views: 2803
- Tue Jun 12, 2012 2:35 am
- Forum: Mapping
- Topic: Mapping limitations in Darkplaces?
- Replies: 4
- Views: 2803
Mapping limitations in Darkplaces?
Hi there. I'm looking at creating a "from-scratch" game using Darkplaces (CSQC being the main draw here, admittedly) and before I really start production I want to know if DP has mapping limitations I'm not aware of. One immediate thing I notice is that full lighting mode seems to destroy ...
- Tue Jan 10, 2012 4:48 am
- Forum: QuakeC Programming
- Topic: Adding entries to control bindings menu?
- Replies: 8
- Views: 2230
Re: Adding entries to control bindings menu?
This MenuQC business is interesting, but I think I'm seeing why the whole thing is kinda undocumented and almost swept under the rug. After a little tinkering, I can get a nice menu up which lets the player start a new game, load, save etc. But I've now realised that I'd have to reimplement most of ...
- Mon Jan 09, 2012 11:41 pm
- Forum: QuakeC Programming
- Topic: Adding entries to control bindings menu?
- Replies: 8
- Views: 2230
Re: Adding entries to control bindings menu?
Open DarkPlace's menu.c [We're talking the DarkPlaces engine source code here, which is a zip file with every download of the DP engine] Search for phrase "impulse 10". You'll see something resembling this ... /* KEYS MENU */ char *bindnames[][2] = char *quakebindnames[][2] = { {"+at...
- Mon Jan 09, 2012 6:01 am
- Forum: QuakeC Programming
- Topic: Adding entries to control bindings menu?
- Replies: 8
- Views: 2230
Adding entries to control bindings menu?
Hi there, I'm working on a Quake mod and I'm wondering how to get this to work. I've added two extra actions for the player, a quick melee kick and a buy menu. These are bound to impulses 13 and 14 respectively, and I'm starting to gear up towards a (really limited) first release for a few people. B...