Search found 495 matches

by Nahuel
Wed Jun 05, 2019 3:12 pm
Forum: CSQC Programming
Topic: input keys and strings (write in csqc UI)
Replies: 4
Views: 1223

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...
by Nahuel
Wed Jun 05, 2019 2:11 am
Forum: CSQC Programming
Topic: input keys and strings (write in csqc UI)
Replies: 4
Views: 1223

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 ...
by Nahuel
Tue May 28, 2019 8:36 pm
Forum: QuakeC Programming
Topic: big enemies physics problems
Replies: 5
Views: 2055

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...
by Nahuel
Mon Feb 18, 2019 2:36 pm
Forum: QuakeC Programming
Topic: big enemies physics problems
Replies: 5
Views: 2055

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....
by Nahuel
Mon Jan 28, 2019 2:43 pm
Forum: CSQC Programming
Topic: UI stuff and frametime
Replies: 5
Views: 1974

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 ...
by Nahuel
Sun Jan 27, 2019 3:50 pm
Forum: CSQC Programming
Topic: UI stuff and frametime
Replies: 5
Views: 1974

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...
by Nahuel
Sat Jan 26, 2019 6:09 pm
Forum: QuakeC Programming
Topic: progs CRC not recognised from quake nor clones
Replies: 3
Views: 1476

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
by Nahuel
Sat Jan 26, 2019 6:01 pm
Forum: CSQC Programming
Topic: UI stuff and frametime
Replies: 5
Views: 1974

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...
by Nahuel
Wed Jan 02, 2019 4:23 am
Forum: QuakeC Programming
Topic: progs CRC not recognised from quake nor clones
Replies: 3
Views: 1476

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
by Nahuel
Tue Dec 18, 2018 5:42 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3873
Views: 459317

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!
by Nahuel
Fri Jul 13, 2018 11:47 pm
Forum: QuakeC Programming
Topic: darkplaces, translations and .po files
Replies: 1
Views: 1263

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...
by Nahuel
Tue Jun 05, 2018 7:09 am
Forum: CSQC Programming
Topic: existential crisis in csqc
Replies: 1
Views: 2180

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...
by Nahuel
Sun Apr 08, 2018 7:13 pm
Forum: QuakeC Programming
Topic: origin brush and qc
Replies: 3
Views: 2213

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 ...
by Nahuel
Wed Mar 14, 2018 3:37 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3873
Views: 459317

Re: What are you working on?

very good assets!!
:)
i will use them in a future little game for itch.io :D The Mansion : The return of the crazy ghosts
by Nahuel
Tue Mar 06, 2018 4:47 pm
Forum: CSQC Programming
Topic: findkeysforcommand questions
Replies: 2
Views: 1521

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...