I understand how to get this error.
When i direct my mouse on editor window with defs.qc(for example) its crashing.
"0x0043c35a" in "fteqccgui.exe": 0xC000041D:
000000000043C35A movzx eax,byte ptr [rax]
> Fteqccgui.exe! 000000000043c35a ()
[Frames below may be incorrect and (or) out, the ...
Search found 96 matches
- Tue Nov 05, 2013 6:21 pm
- Forum: QuakeC Programming
- Topic: Problem with FTEQCC GUI
- Replies: 8
- Views: 4589
- Tue Nov 05, 2013 4:45 pm
- Forum: QuakeC Programming
- Topic: Problem with FTEQCC GUI
- Replies: 8
- Views: 4589
Problem with FTEQCC GUI
Hello,guys,i have a strange problem with fteqcc.
When i want to edit code in fteqccgui, its gives me error "program win64-fteqccgui.exe doesnt work"
i think,problem is in Win8 lol...
Downloaded fteqcc from here: http://triptohell.info/moodles/fteqcc/
maybe this help(from MVS):
An unhandled ...
When i want to edit code in fteqccgui, its gives me error "program win64-fteqccgui.exe doesnt work"
i think,problem is in Win8 lol...
Downloaded fteqcc from here: http://triptohell.info/moodles/fteqcc/
maybe this help(from MVS):
An unhandled ...
- Tue Nov 05, 2013 1:16 pm
- Forum: QuakeC Programming
- Topic: Player Speed
- Replies: 7
- Views: 3342
Re: Player Speed
one time i used cvar_set ("sv_maxspeed", "80"); in worldspawn function for player's speed 
- Mon Nov 04, 2013 11:48 am
- Forum: QuakeC Programming
- Topic: Place_Model Problems
- Replies: 13
- Views: 4427
Re: Place_Model Problems
This suggests a map which requires a certain mod is loaded in standard Quake or the wrong mod directory....maybe
- Mon Nov 04, 2013 10:29 am
- Forum: QuakeC Programming
- Topic: Place_Model Problems
- Replies: 13
- Views: 4427
Re: Place_Model Problems
maybe wrong key and value parameters or model name?)
key: model
Value: progs/Quake.mdl
try mine :D
void() model_touch =
{
local vector v;
local float yaw;
if (other.classname != "player")
return;
if (other.groundentity == self )
return;
if (other.origin_z + other.mins_z + 8 >= self.absmax_z ...
key: model
Value: progs/Quake.mdl
try mine :D
void() model_touch =
{
local vector v;
local float yaw;
if (other.classname != "player")
return;
if (other.groundentity == self )
return;
if (other.origin_z + other.mins_z + 8 >= self.absmax_z ...
- Mon Oct 28, 2013 4:29 pm
- Forum: QuakeC Programming
- Topic: Adding Ladders
- Replies: 12
- Views: 4322
Re: Adding Ladders
//
// LADDERS: Written by Frank Condello <pox@planetquake.com>
//
.float laddertime;
.float ladderjump;
float LADDEROFS = 0.36;// touchy...
// This is tricky cause we can't just check key presses...
void() ladder_touch =
{
local vector vel;
float fvel, spd;
if (other.classname != "player ...
// LADDERS: Written by Frank Condello <pox@planetquake.com>
//
.float laddertime;
.float ladderjump;
float LADDEROFS = 0.36;// touchy...
// This is tricky cause we can't just check key presses...
void() ladder_touch =
{
local vector vel;
float fvel, spd;
if (other.classname != "player ...
- Fri Sep 20, 2013 1:53 pm
- Forum: Engine Programming
- Topic: Upcoming Tutorial: The Seamless Multi-Map World
- Replies: 30
- Views: 15348
Re: Upcoming Tutorial: The Seamless Multi-Map World
max, does loadgamestate not contain an internal spawnserver call already?
its contain SV_SpawnServer (mapname, startspot);
i think,this system can be better,if port it from Hexen 2 with save/load game system
Hexen's system is awesome:)
i tryed port it,but failed somewhere in changelevel may be ...
its contain SV_SpawnServer (mapname, startspot);
i think,this system can be better,if port it from Hexen 2 with save/load game system
Hexen's system is awesome:)
i tryed port it,but failed somewhere in changelevel may be ...
- Tue Sep 17, 2013 4:42 pm
- Forum: Engine Programming
- Topic: Upcoming Tutorial: The Seamless Multi-Map World
- Replies: 30
- Views: 15348
Re: Upcoming Tutorial: The Seamless Multi-Map World
with this
#if 666
strcpy(startspot, sv.startspot);
// try to restore the new level
if (LoadGamestate (mapname, startspot))
SV_SpawnServer (mapname, startspot);
else
SV_SpawnServer (mapname, NULL);
#else
SV_SpawnServer (mapname);
#endif
i got error "Received signon 1 when at 1"
idk how ti fix ...
#if 666
strcpy(startspot, sv.startspot);
// try to restore the new level
if (LoadGamestate (mapname, startspot))
SV_SpawnServer (mapname, startspot);
else
SV_SpawnServer (mapname, NULL);
#else
SV_SpawnServer (mapname);
#endif
i got error "Received signon 1 when at 1"
idk how ti fix ...
- Tue Sep 10, 2013 4:49 pm
- Forum: Engine Programming
- Topic: Upcoming Tutorial: The Seamless Multi-Map World
- Replies: 30
- Views: 15348
Re: Upcoming Tutorial: The Seamless Multi-Map World
i have Fitz Quake with itceriux wrote:this seems like an awesome feature that every quake engine should have. it helps mappers and mod makers alike. baker do you have an engine with this already implemented ? (i would like to see sock work this into his project, would be awesome)
- Tue Sep 10, 2013 11:51 am
- Forum: Engine Programming
- Topic: Upcoming Tutorial: The Seamless Multi-Map World
- Replies: 30
- Views: 15348
Re: Upcoming Tutorial: The Seamless Multi-Map World
to PART II: QuakeC
if (startspot)
{
spot = world;
pcount = 1;
while(pcount)
{
spot = find (spot, classname, "info_player_start");
if (!spot)
pcount = 0;
else if (spot.targetname == startspot)
pcount = 0;
}
}
if (!spot)
{
spot = find (world, classname, "info_player_start");
if ...
if (startspot)
{
spot = world;
pcount = 1;
while(pcount)
{
spot = find (spot, classname, "info_player_start");
if (!spot)
pcount = 0;
else if (spot.targetname == startspot)
pcount = 0;
}
}
if (!spot)
{
spot = find (world, classname, "info_player_start");
if ...
- Tue Aug 06, 2013 6:02 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198555
Re: The TrenchBroom Level Editor for Quake
when will the new version?
Texture wads and subdirectories are not saved:)
And its needs in compiler
Texture wads and subdirectories are not saved:)
And its needs in compiler
- Sat Aug 03, 2013 8:38 am
- Forum: QuakeC Programming
- Topic: ODE Physics[FTE or DP]
- Replies: 7
- Views: 3549
Re: ODE Physics[FTE or DP]
ahh,thanks,Spike,got it in FTE,just set physics_ode_enable to 1
i have ode_double.dll,but where i can find libode1_64.dll?
i am use only SSQC,but its works good
What should be
sv_mintic and sv_maxtic ?
i have ode_double.dll,but where i can find libode1_64.dll?
i am use only SSQC,but its works good
What should be
sv_mintic and sv_maxtic ?
- Fri Aug 02, 2013 11:06 pm
- Forum: QuakeC Programming
- Topic: ODE Physics[FTE or DP]
- Replies: 7
- Views: 3549
ODE Physics[FTE or DP]
Hello guys,anyone know something about ODE?
In Darkplaces we have libode1(497kb) and defs,its working good,but i have some problems with moving physics,looks like its stoping lol
/DP_PHYSICS
//idea: LordHavoc
//darkplaces implementation: LordHavoc, divVerent
//constant definitions:
float MOVETYPE ...
In Darkplaces we have libode1(497kb) and defs,its working good,but i have some problems with moving physics,looks like its stoping lol
/DP_PHYSICS
//idea: LordHavoc
//darkplaces implementation: LordHavoc, divVerent
//constant definitions:
float MOVETYPE ...
- Mon Jul 29, 2013 12:01 am
- Forum: General Discussion
- Topic: RenegadeC mods,somebody has these?
- Replies: 4
- Views: 3946
Re: RenegadeC mods,somebody has these?
wow wow,my idol here:)RenegadeC wrote:I have more than that.I just need a new host, especially for TAoV beta's (which I'm actively working on still
)
P.S
someone,give new host for this man
- Sat Jul 13, 2013 8:43 pm
- Forum: General Discussion
- Topic: RenegadeC mods,somebody has these?
- Replies: 4
- Views: 3946
Re: RenegadeC mods,somebody has these?
mother of god!
big thanks:)
big thanks:)