Search found 446 matches

by Cobalt
Sun Apr 17, 2011 5:16 pm
Forum: Mapping
Topic: Empty texture in E1m2
Replies: 23
Views: 9813

Been a long time since I used that program to bind the entities to that map, but I dont recall that message coming up. If indeed there is a problem using Quark to place entities to maps, I have not seen anything besides this potential side effect. I pretty much use Quark all the time to change entit...
by Cobalt
Sat Apr 16, 2011 8:02 pm
Forum: Mapping
Topic: Empty texture in E1m2
Replies: 23
Views: 9813

This problem was definately because I was running my local ded server from the same -game directory that I was using the client to connect from. It had a /maps seperate folder with the custom E1M2 map from which the server got its map info from, and I suspect the client was also trying to use that s...
by Cobalt
Sat Apr 02, 2011 5:44 am
Forum: Modeling
Topic: Crouching Animation
Replies: 11
Views: 4206

Thats a pretty decent looking model...kind of chunky / fat compared to the quake guys musculature though. Converting from one platform to another has got to be hard tho :) I know the bounding box problem, its annoyed me to this day how to set its values so that it sizes to the corresponding frame's ...
by Cobalt
Fri Apr 01, 2011 11:57 pm
Forum: QuakeC Programming
Topic: player model / skin problem
Replies: 11
Views: 1972

Close! The botthink was calling checkpowerups, which always called setplayermodelindex at the end. That routine checked for the female model, else defaulted always to the modelindex_player. I had to include the new bot index reference, and that was it ! Glad the problem happened, cause it gives you ...
by Cobalt
Thu Mar 31, 2011 3:01 pm
Forum: QuakeC Programming
Topic: player model / skin problem
Replies: 11
Views: 1972

I guess I may as well line by line, remove code, and see what happens to determine whats going on....kind of a time consuming way of doing it, but cant seem to find an experienced person who understands the way I am confronting the problem. I did disable the bots think and nextthink , and found that...
by Cobalt
Thu Mar 31, 2011 2:32 am
Forum: QuakeC Programming
Topic: player model / skin problem
Replies: 11
Views: 1972

I (thought) I understood the modelindex swap with the ring in the original code, but this ones still kicking my butt. I am manually spawning a bot via its impulse command, and I merely renamed the old player.mdl file to bot.mdl , precached it, floated modelindex_bot in the defs, and hard coded this ...
by Cobalt
Wed Mar 30, 2011 11:09 pm
Forum: QuakeC Programming
Topic: player model / skin problem
Replies: 11
Views: 1972

Ok, that helps a little. Found the original Zoid code for putclientinserver to look like this: // oh, this is a hack! setmodel (self, "progs/eyes.mdl"); modelindex_eyes = self.modelindex; setmodel (self, "progs/player.mdl"); modelindex_player = self.modelindex; So you are saying ...
by Cobalt
Wed Mar 30, 2011 8:05 am
Forum: QuakeC Programming
Topic: player model / skin problem
Replies: 11
Views: 1972

Ok, went through modelindex like crazy, still cant get this. For example here is some of the original code to set modelindexes etc: //TONY Part of: void() PutClientInServer = //multi player model support if(self.sex == 0) self.sex = 1; if(temp1 & TEMP1_SUPPORT_PLAYER2) { setmodel (self, "pr...
by Cobalt
Tue Mar 29, 2011 6:48 am
Forum: QuakeC Programming
Topic: player model / skin problem
Replies: 11
Views: 1972

player model / skin problem

Thought this would be cake, but not ! I have a mod that is using the player.mdl file, but has extra skins and frames that are put over bot clients. (ctfbot) Have set up a darkplaces ded server, and since files can be dl, I believe what I have to do was to rename this player model file and have it dl...
by Cobalt
Mon Jul 13, 2009 3:28 am
Forum: Mapping
Topic: Empty texture in E1m2
Replies: 23
Views: 9813

Well, I sort of 'solved' this problem. I was running the server and the client both from the same directories as the mod. So I guess my clients were using both maps or something weird like that. I created a new directory for the mod's server, and a new directory where I use the ID1 pak files, and th...
by Cobalt
Sat Jul 04, 2009 2:40 am
Forum: Gameplay & Design
Topic: Your favorite grappling hook
Replies: 11
Views: 6159

Same goes for me. I'm for a modified 'ziod' hook code from CTF that keeps things real, mostly the speed at which you are pulled. Not that Quake is real life, but it appears the Quake guy has most of the physics unto himself like we do on our world, and we cant pull ourselves faster by hand than we c...
by Cobalt
Mon Jun 29, 2009 11:28 pm
Forum: Mapping
Topic: Empty texture in E1m2
Replies: 23
Views: 9813

I agree its one of those several possibilities. Instead of dissecting all that, what about just fixing the holes and errors in the map, and recompiling it into a new version of E1m2? Then would there be less of a chance of the entities effecting the map like that? Even though I now have an original ...
by Cobalt
Sat Jun 27, 2009 8:22 pm
Forum: Mapping
Topic: Empty texture in E1m2
Replies: 23
Views: 9813

UPDATE: I got another stock E1M2 map from the shareware version of Quake. I placed that in the ID1 folder, and ran single player with Darkplaces - typed: map E1m2 , and the problem is gone with this new map. I went and opened up my CTF copy of the map with all the current entities, copied them to th...
by Cobalt
Thu Jun 25, 2009 3:31 am
Forum: Mapping
Topic: Empty texture in E1m2
Replies: 23
Views: 9813

The test I did with several engines was in single player mode, with reference to no mods. So it does not appear mod related to the Qbsp'ing of the map Im using for the mods. The screenshot in Quark I posted showing the hole and other errors is the same for any e1m2 map I have, even the alt_e1m2 that...
by Cobalt
Wed Jun 24, 2009 4:02 pm
Forum: Mapping
Topic: Empty texture in E1m2
Replies: 23
Views: 9813

Its the stock ID map I had off my Quake CD. The mod I am using had seperate .ent file and Qbsp for recreating the map with CTF entities in it. I just ran the map in Single player from the standard ID folder, and can still see the problem. Its only when a GL Quake engine is used, Winquake, it looks f...