Search found 96 matches

by Max_Salivan
Tue Nov 05, 2013 6:21 pm
Forum: QuakeC Programming
Topic: Problem with FTEQCC GUI
Replies: 8
Views: 4589

Re: Problem with FTEQCC GUI

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 ...
by Max_Salivan
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 ...
by Max_Salivan
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 :lol:
by Max_Salivan
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
by Max_Salivan
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 ...
by Max_Salivan
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 ...
by Max_Salivan
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 ...
by Max_Salivan
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 ...
by Max_Salivan
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

ceriux 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)
i have Fitz Quake with it
by Max_Salivan
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 ...
by Max_Salivan
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 :D
by Max_Salivan
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 ?
by Max_Salivan
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 ...
by Max_Salivan
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?

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 ;))
wow wow,my idol here:)

P.S
someone,give new host for this man :lol:
by Max_Salivan
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:)