yes, i've run into this problem before.
you don't notice it right away because normally you're outputting to the console via dprints or whatever, so they are done incrementally, but if you try access multiple ftos() at the same time, the pointer to the string will only be the last one you called.
Search found 77 matches
- Fri Apr 27, 2012 7:25 pm
- Forum: QuakeC Programming
- Topic: Centerprinting Amor Value
- Replies: 4
- Views: 1966
- Sat Jan 28, 2012 3:45 am
- Forum: QuakeC Programming
- Topic: Moving the player view - Weapon muzzle climb / recoil.
- Replies: 2
- Views: 1616
Re: Moving the player view - Weapon muzzle climb / recoil.
you can force the player's viewpoint to snap to player.angle by setting player.fixangle to 1 as well.
- Thu Jan 26, 2012 2:18 am
- Forum: QuakeC Programming
- Topic: Savegames as save points are wrong?
- Replies: 23
- Views: 6082
Re: Savegames as save points are wrong?
ew no, that's not what i was saying: make some kind of extra copy in memory of the game state so you take your snapshot of the game; "save" to another memory, essentially, and then slowly write it out over time. i'm just thinking it's probably way faster to duplicate everything in a save f...
- Wed Jan 25, 2012 11:26 pm
- Forum: QuakeC Programming
- Topic: Savegames as save points are wrong?
- Replies: 23
- Views: 6082
Re: Savegames as save points are wrong?
this is probably dumb, but, could you make some kind of extra copy in memory of the game state and then just slowly write out a save file while letting the engine continue to run?
so the save might take 500ms, but the game doesn't have to wait while it does it.
so the save might take 500ms, but the game doesn't have to wait while it does it.
- Tue Jan 24, 2012 5:00 am
- Forum: QuakeC Programming
- Topic: Savegames as save points are wrong?
- Replies: 23
- Views: 6082
Re: Savegames as save points are wrong?
welllll... maybe i'm just a dork, but it seems like the 3/4 to 1 second save time is pretty long for how little there is. oblivion saves 4-5mb files in about that long. mostly, i'm thinking about it from an autosave viewpoint where even the smallest hitch is both a dead giveaway that a save took pla...
- Tue Jan 24, 2012 12:41 am
- Forum: QuakeC Programming
- Topic: Trains and Platforms
- Replies: 5
- Views: 1796
Re: Trains and Platforms
are you talking about when you're standing on a train, you move with it? that's handled completely by the engine.
- Tue Jan 24, 2012 12:38 am
- Forum: QuakeC Programming
- Topic: Savegames as save points are wrong?
- Replies: 23
- Views: 6082
Re: Savegames as save points are wrong?
hey guys... i don't really know what's going on here re: saving (i don't know much about the technical aspects of the engine except where they relate to qc or mapping directly), but i thought i'd just ask: why does saving in quake take so long? the files are tiny, usually half a megabyte. there can'...
- Fri Dec 30, 2011 8:32 pm
- Forum: QuakeC Programming
- Topic: multiplayer variable meanings
- Replies: 9
- Views: 1978
Re: multiplayer variable meanings
iirc, deathmatch 2 is commented in a spot as 'old silly rules'.
look in items.qc in the places which handle item respawning.
look in items.qc in the places which handle item respawning.
- Sat Dec 17, 2011 5:36 am
- Forum: QuakeC Programming
- Topic: Help modifying code. Targeting System.
- Replies: 3
- Views: 1248
Re: Help modifying code. Targeting System.
sure. you'll need to do a little bit more house keeping with a sprite, since it will be an actual entity, instead of a tempentity that is removed by the engine. essentially, you just put in the standard spawning stuff in the place of the particle call: entity guy; guy = spawn(); setmodel(guy, "...
- Mon Dec 12, 2011 6:08 pm
- Forum: QuakeC Programming
- Topic: is there a way to tell if an engine supports texture shader?
- Replies: 4
- Views: 1306
Re: is there a way to tell if an engine supports texture sha
thanks for letting me know about FTE_GFX_QUAKE3SHADERS. didn't know about that.
- Sun Dec 11, 2011 5:05 am
- Forum: QuakeC Programming
- Topic: is there a way to tell if an engine supports texture shader?
- Replies: 4
- Views: 1306
Re: is there a way to tell if an engine supports texture sha
ok, well, thanks for confirming that.
what i've been doing so far is just testing for DP_ENT_TRAILEFFECTNUM which, afaik, only DP supports. of course, if anyone adds that in, but not external textures, it'll cause problems. :\
what i've been doing so far is just testing for DP_ENT_TRAILEFFECTNUM which, afaik, only DP supports. of course, if anyone adds that in, but not external textures, it'll cause problems. :\
- Wed Dec 07, 2011 8:33 pm
- Forum: QuakeC Programming
- Topic: is there a way to tell if an engine supports texture shader?
- Replies: 4
- Views: 1306
is there a way to tell if an engine supports texture shader?
i suppose i'm just missing something obvious. :P basically, i want to detect if the engine running a progs.dat has support for the q3 style shaders (via .shader files). i think only DP can do this anyway, so a way to detect if the engine is specifically darkplaces would work too. is this possible? i...
- Tue Dec 06, 2011 3:52 pm
- Forum: QuakeC Programming
- Topic: Impulse on start
- Replies: 11
- Views: 2178
Re: Impulse on start
ceriux and nahuel have the right idea i think. if you're still interested in .rc and .cfg files... .rc is the only config file hard coded by the engine to run. if you open up pak0.pak, there's a quake.rc file in there and if you open that, you can see it is actually running the exec config.cfg and e...
- Mon Nov 21, 2011 2:43 am
- Forum: QuakeC Programming
- Topic: QuakeC puzzles
- Replies: 7
- Views: 1655
Re: QuakeC puzzles
1. self is foo remember, a removed entity's pointer is still locked to the entity for ~2 seconds, afterwhich the entity pointer is freed for use with another entity. if you spawned another entity 3 seconds later, it would probably take this edict slot, and self (if it was called later on) would be t...
- Sun Oct 30, 2011 5:38 am
- Forum: QuakeC Programming
- Topic: Fog...
- Replies: 5
- Views: 1327
Re: Fog...
in nahuel's post, he just means in the worlspawn entity, add a new key with the name "fog" and the value "0.2 0.2 0.2 0.25" (no quotes).