Search found 495 matches
- Wed Jun 05, 2019 3:12 pm
- Forum: CSQC Programming
- Topic: input keys and strings (write in csqc UI)
- Replies: 4
- Views: 5280
Re: input keys and strings (write in csqc UI)
thank you! your answer was very useful, after making use of strzone before the strcat , andI managed to write my line in csqc :D I still have two questions; I'm currently using a global string for this: string theline; ...... float() .... CSQC_InputEvent = theline = strzone (strcat (theline, chr2str...
- Wed Jun 05, 2019 2:11 am
- Forum: CSQC Programming
- Topic: input keys and strings (write in csqc UI)
- Replies: 4
- Views: 5280
input keys and strings (write in csqc UI)
Basically I need to know which is the most convenient method to write some string in game using the keyboard. I can use this string as name to change the nameplayer in multiplayer. I need to know the correct way for characterers (including capital letters) and numbers to be displayed on screen. any ...
- Tue May 28, 2019 8:36 pm
- Forum: QuakeC Programming
- Topic: big enemies physics problems
- Replies: 5
- Views: 6445
Re: big enemies physics problems
thanks for the replies guys, If you want to do things more intelligently, then you're probably going to have to do things very differently. Either using MOVETYPE_WALK and setting up .velocity to do the move for you, I think that would be the best solution, I will forget about movetogoal and its limi...
- Mon Feb 18, 2019 2:36 pm
- Forum: QuakeC Programming
- Topic: big enemies physics problems
- Replies: 5
- Views: 6445
big enemies physics problems
well, I have noticed that the enemies with bbox sizes bigger than to the quake size of the player (-16 -16 -24,16 16 32), have a lot of trouble getting down-high stairs and often get stuck on the map.the solution would be simply to resize them to the player's size at max. but that's not what I want....
- Mon Jan 28, 2019 2:43 pm
- Forum: CSQC Programming
- Topic: UI stuff and frametime
- Replies: 5
- Views: 6664
Re: UI stuff and frametime
static float i didn't even know about static floats :O :lol: thats awesome, can static floats be used in ssqc ? clframetime = oldtime?cltime - oldtime:0.1; i dont understand this part, what the "?" is doing here? map changes will not restore lost precision, so restart the client at least ...
- Sun Jan 27, 2019 3:50 pm
- Forum: CSQC Programming
- Topic: UI stuff and frametime
- Replies: 5
- Views: 6664
Re: UI stuff and frametime
float GETTIME_FRAMESTART = 0; // time of start of frame float GETTIME_REALTIME = 1; // current time (may be OS specific) float GETTIME_HIRES = 2; // like REALTIME, but may reset between QC invocations and thus can be higher precision float GETTIME_UPTIME = 3; // time since start of the engine //bui...
- Sat Jan 26, 2019 6:09 pm
- Forum: QuakeC Programming
- Topic: progs CRC not recognised from quake nor clones
- Replies: 3
- Views: 5205
Re: progs CRC not recognised from quake nor clones
ty spike
"There is a pragma that allows you to force the crc, but only evil people use evil hacks like this so I won't name it here"
Now I'm really intrigued about that pragma, maybe using that evil hack cause problems in the multiplayer protocol?
ty
"There is a pragma that allows you to force the crc, but only evil people use evil hacks like this so I won't name it here"
Now I'm really intrigued about that pragma, maybe using that evil hack cause problems in the multiplayer protocol?
ty
- Sat Jan 26, 2019 6:01 pm
- Forum: CSQC Programming
- Topic: UI stuff and frametime
- Replies: 5
- Views: 6664
UI stuff and frametime
Well, i need to animate smoothly UI stuff in darkplaces, and i am using frametime. I know that can cause problems and Spike suggest use cltime + clframetime for that (instead frametime and time), the problem is: i dont find cltime or clframetime extensions in darkplaces defs. Is there any way to rec...
- Wed Jan 02, 2019 4:23 am
- Forum: QuakeC Programming
- Topic: progs CRC not recognised from quake nor clones
- Replies: 3
- Views: 5205
progs CRC not recognised from quake nor clones
hello forum, my question is simple, what does this message of fteqccgui mean?
is there any way to avoid it?
ty in advance
is there any way to avoid it?
ty in advance
- Tue Dec 18, 2018 5:42 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6126589
Re: What are you working on?
toneddu2000
awesome screenshots!!
art looks amazing, it's hard to know it's FTE (I would have said it was Unity or Godot)
Excellent!
awesome screenshots!!
art looks amazing, it's hard to know it's FTE (I would have said it was Unity or Godot)
Excellent!
- Fri Jul 13, 2018 11:47 pm
- Forum: QuakeC Programming
- Topic: darkplaces, translations and .po files
- Replies: 1
- Views: 4345
darkplaces, translations and .po files
hello to everyone, as I have read on dpextensions.qc darkplaces has translation support via .po files //The engine supports translating by gettext compatible .po files. //progs.dat uses progs.dat.<LANGUAGE>.po //menu.dat uses menu.dat.<LANGUAGE>.po //csprogs.dat uses csprogs.dat.<LANGUAGE>.po // //T...
- Tue Jun 05, 2018 7:09 am
- Forum: CSQC Programming
- Topic: existential crisis in csqc
- Replies: 1
- Views: 5836
existential crisis in csqc
Since the stats are limited in darkplaces I decided to use entities to replace that information I need in csqc. so 1-i spawn a temp entity in ssqc with some data and i send it to csqc 2- I use that data to display images in player GUI 2- the entity is deleted in csqc and ssqc this works very well, b...
- Sun Apr 08, 2018 7:13 pm
- Forum: QuakeC Programming
- Topic: origin brush and qc
- Replies: 3
- Views: 6037
origin brush and qc
hello forum, I'm using darkplaces and the easiest way to rotate a solid brush is to create a solid bsp func_wall and assign it some avelocity. this is very simple in q3bsp because i can use a brush origin inside the func_wall with the shader commonly called common/origin. AFAIK in q1bsp there is no ...
- Wed Mar 14, 2018 3:37 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6126589
Re: What are you working on?
very good assets!!
i will use them in a future little game for itch.io The Mansion : The return of the crazy ghosts
i will use them in a future little game for itch.io The Mansion : The return of the crazy ghosts
- Tue Mar 06, 2018 4:47 pm
- Forum: CSQC Programming
- Topic: findkeysforcommand questions
- Replies: 2
- Views: 4821
findkeysforcommand questions
hey forum :) i have a question for you about findkeysforcommand. I don't understand how this works. in the defs of dp you can read: string(string command, float bindmap) findkeysforcommand = #610; I suppose string command refers to commands that the engine uses, such as "+attack","imp...