Search found 2130 matches

by frag.machine
Mon Nov 22, 2021 3:08 am
Forum: General Programming
Topic: Creating a flexible malloc
Replies: 2
Views: 94

Re: Creating a flexible malloc

Hey there mankrip,

Have you considered using realloc() instead ?
by frag.machine
Sat Oct 05, 2019 12:01 pm
Forum: CSQC Programming
Topic: Creating images in FTE?
Replies: 8
Views: 1933

Re: Creating images in FTE?

Thanks Spike and tonnedu2000, I'll try it sometime during the weekend.
by frag.machine
Fri Oct 04, 2019 5:27 pm
Forum: CSQC Programming
Topic: Creating images in FTE?
Replies: 8
Views: 1933

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...
by frag.machine
Sun Sep 01, 2019 8:36 pm
Forum: QuakeC Programming
Topic: multi_manager in Quake
Replies: 7
Views: 1923

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...
by frag.machine
Thu Aug 29, 2019 6:12 pm
Forum: QuakeC Programming
Topic: multi_manager in Quake
Replies: 7
Views: 1923

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...
by frag.machine
Sun Aug 11, 2019 4:35 am
Forum: Project Showcase
Topic: [FTEQW][REL] Shoot Your Goo
Replies: 7
Views: 2243

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!
by frag.machine
Mon Jul 29, 2019 11:34 pm
Forum: General Discussion
Topic: saw this on facebook
Replies: 3
Views: 1379

Re: saw this on facebook

Nice!
by frag.machine
Mon Jul 29, 2019 11:27 pm
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 8232

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 ...
by frag.machine
Fri Jul 26, 2019 4:43 am
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 8232

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!
by frag.machine
Thu Jul 25, 2019 11:44 pm
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 8232

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,...
by frag.machine
Tue Jul 23, 2019 8:07 pm
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 8232

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...
by frag.machine
Sun Jul 21, 2019 9:05 pm
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 8232

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:
by frag.machine
Sat Jul 20, 2019 4:04 pm
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 8232

Re: FTEQW default dir

Thanks for the tip, toneddu2000!
by frag.machine
Tue Jul 16, 2019 11:28 pm
Forum: General Discussion
Topic: FTEQW default dir
Replies: 29
Views: 8232

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...