Hey there mankrip,
Have you considered using realloc() instead ?
Search found 2130 matches
- Mon Nov 22, 2021 3:08 am
- Forum: General Programming
- Topic: Creating a flexible malloc
- Replies: 2
- Views: 210
- Mon Nov 22, 2021 2:45 am
- Forum: News & Announcements
- Topic: itembk2.wav - Site(s) restored!
- Replies: 16
- Views: 920
- Sat Oct 05, 2019 12:01 pm
- Forum: CSQC Programming
- Topic: Creating images in FTE?
- Replies: 8
- Views: 2289
Re: Creating images in FTE?
Thanks Spike and tonnedu2000, I'll try it sometime during the weekend.
- Fri Oct 04, 2019 5:27 pm
- Forum: CSQC Programming
- Topic: Creating images in FTE?
- Replies: 8
- Views: 2289
Re: Creating images in FTE?
Taking a ride in the topic (read: completely derailling it)... What would be the best approach to implement an interactive console in FTEQW ? I mean, imagine a computer terminal model (.bsp or .iqm) where I can dynamically render text and/or another room in the map (simulating a security camera, for...
- Sun Sep 01, 2019 8:36 pm
- Forum: QuakeC Programming
- Topic: multi_manager in Quake
- Replies: 7
- Views: 2164
Re: multi_manager in Quake
Oh, it's a GoldSrc entity, okay. Not familiar with HL modding. :) https://developer.valvesoftware.com/wiki/Multi_manager_(GoldSource_Engine) Entity description Lets you trigger multiple entities, potentially with a delay before fire for each targeted entity. To trigger an entity with it, you must fi...
- Thu Aug 29, 2019 6:12 pm
- Forum: QuakeC Programming
- Topic: multi_manager in Quake
- Replies: 7
- Views: 2164
Re: multi_manager in Quake
Hello all. I have a question) How to make multi_manager,that can parse variables from it? or how to make quake engines do register any unknown fields? or maybe a tutorial how to add _fullspawndata in "your custom quake engine"? and what the extension that sticks all property data into the...
- Sun Aug 11, 2019 4:35 am
- Forum: Project Showcase
- Topic: [FTEQW][REL] Shoot Your Goo
- Replies: 7
- Views: 2629
Re: [FTEQW][REL] Shoot Your Goo
Nice little game, shpuld.
Also, these small projects have additional value as tutorials, I have been studying them and learning a lot on CSQC and FTEQW in general.
Keep the good work!
Also, these small projects have additional value as tutorials, I have been studying them and learning a lot on CSQC and FTEQW in general.
Keep the good work!
- Mon Jul 29, 2019 11:34 pm
- Forum: General Discussion
- Topic: saw this on facebook
- Replies: 3
- Views: 1582
Re: saw this on facebook
Nice!
- Mon Jul 29, 2019 11:27 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 9002
Re: FTEQW default dir
Yup, I mostly got it working, I still need to apply the makefile changes and try again, but got distracted with this... bug ? Feature ? I don't know... https://imgur.com/FJRHRmg (I know, the image won't show inside this comment, just click the link to see) As you can notice, this pic shows the same ...
- Fri Jul 26, 2019 4:43 am
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 9002
Re: FTEQW default dir
Welp, looks like installing mingw64-x86_64-gcc-core did the trick. Now I am getting the opus error toneddu2000 mentioned. I'll comment the makefile and try again tomorrow... it's REALLY late to me here. Thanks for the support Spike!
- Thu Jul 25, 2019 11:44 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 9002
Re: FTEQW default dir
to (cross) compile fte for native windows from cygwin, msys, or from linux: *change directory to the engine subdir* make makelibs FTE_TARGET=win64 -j8 #this downloads+compiles third-party dependancies as static libraries *msys workaround: hack the zlib makefile to remove its windows-specific error,...
- Tue Jul 23, 2019 8:07 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 9002
Re: FTEQW default dir
Nice to hear it worked, Doctor (even if partially). Are you using the latest build ? I got the last update from SVN but still figthing with Visual Studio Express 2017 to compile it. Care to share your binaries ? :razz: I just got 5493 (still reports as 5492 ingame), _skyaxis and _skyrotate (*drools...
- Sun Jul 21, 2019 9:05 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 9002
Re: FTEQW default dir
Nice to hear it worked, Doctor (even if partially). Are you using the latest build ? I got the last update from SVN but still figthing with Visual Studio Express 2017 to compile it. Care to share your binaries ? 

- Sat Jul 20, 2019 4:04 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 9002
Re: FTEQW default dir
Thanks for the tip, toneddu2000!
- Tue Jul 16, 2019 11:28 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 9002
Re: FTEQW default dir
*BUMP* Sooo... about skyrooms. I found this in FTEQW's README : Worldspawn Keys: _skyfog: Controls the alpha value of fog when applied to sky surfaces, set to 0 to have sky ignore fog entirely. _fog: Controls the default fog in the map. This field should be of the form " [alpha] [depthbias]&quo...