Search found 50 matches
- Thu Nov 21, 2013 9:58 pm
- Forum: QuakeC Programming
- Topic: Understanding Animation.
- Replies: 3
- Views: 2275
Understanding Animation.
Well, lately I've been running through all of the QC files and reading the code and learning from it (as well as removing un-used things) I've learned a lot about the syntax and how QC works, and it's been an interesting experience.. Well, lately I've been looking at the enemy QC files and their ...
- Mon Nov 11, 2013 2:06 pm
- Forum: QuakeC Programming
- Topic: Weapon Views from scratch QC
- Replies: 24
- Views: 7986
Re: Weapon Views from scratch QC
It seems to me you dont have (yet) the required experience and engine knowledge to use the scratch code base. Maybe you should just take progs 106, strip out the unused parts and add your code ? At least would be easier to ask for help if something gets screwed.
You're probably right.. which is ...
You're probably right.. which is ...
- Mon Nov 11, 2013 3:38 am
- Forum: QuakeC Programming
- Topic: Weapon Views from scratch QC
- Replies: 24
- Views: 7986
Re: Weapon Views from scratch QC
- items_btl.qc (items.qc)
: at the top of the file - Line 1: void() UpdateWepaon;
This one doesn't even count as a call. It's just the function declaration for use further down in the code.
A function call will look something like this:
void blablabla ()
{
// some code
UpdateWeapon();
// more ...
: at the top of the file - Line 1: void() UpdateWepaon;
This one doesn't even count as a call. It's just the function declaration for use further down in the code.
A function call will look something like this:
void blablabla ()
{
// some code
UpdateWeapon();
// more ...
- Sun Nov 10, 2013 7:20 pm
- Forum: QuakeC Programming
- Topic: Weapon Views from scratch QC
- Replies: 24
- Views: 7986
Re: Weapon Views from scratch QC
You must ensure that updateweapon is called somewhere at every frame, so any weapon change (pickups, running out of ammo, etc) are visually represented to the player. Are you doung this ? And where exactly ?
OK, I'm calling UpdateWeapon (like W_SetCurrentAmmo in original Quake) in these places ...
OK, I'm calling UpdateWeapon (like W_SetCurrentAmmo in original Quake) in these places ...
- Sun Nov 10, 2013 5:58 am
- Forum: QuakeC Programming
- Topic: Weapon Views from scratch QC
- Replies: 24
- Views: 7986
Re: Weapon Views from scratch QC
the same? i maybe wrong. everything iv learned has either been from tutorials, or from reading the 1.06 qc. so i'd assume the best way to do things would be either similar or the same as ID.
I literally copy and pasted all of the need Parm code from client.qc (eg SetNewParms ect.) and adjusted it ...
I literally copy and pasted all of the need Parm code from client.qc (eg SetNewParms ect.) and adjusted it ...
- Sat Nov 09, 2013 11:58 pm
- Forum: QuakeC Programming
- Topic: Weapon Views from scratch QC
- Replies: 24
- Views: 7986
Re: Weapon Views from scratch QC
OK, I think the problem is that it doesn't load the gun at the start of a map (like the axe/shotgun in original quake) I know how to change this in default QuakeC in client.qc with SetNewParms but how would I do this with scratch QC? 
- Sat Nov 09, 2013 9:15 pm
- Forum: QuakeC Programming
- Topic: Weapon Views from scratch QC
- Replies: 24
- Views: 7986
Re: Weapon Views from scratch QC
Here are the places that bprint printed nothing (meaning code wasn't executed)
void() UpdateWeapon = //like as W_SetCurrentAmmo in original Quake
{
self.items = self.items - (self.items & (IT_BULLETS) );
if(self.weapon == IT_BLUN)
{
self.weaponmodel = "progs/v_blunderbuss.mdl";
self ...
void() UpdateWeapon = //like as W_SetCurrentAmmo in original Quake
{
self.items = self.items - (self.items & (IT_BULLETS) );
if(self.weapon == IT_BLUN)
{
self.weaponmodel = "progs/v_blunderbuss.mdl";
self ...
- Sat Nov 09, 2013 8:44 pm
- Forum: QuakeC Programming
- Topic: Weapon Views from scratch QC
- Replies: 24
- Views: 7986
Re: Weapon Views from scratch QC
if (self.weaponmodel == string_null)
{
bprint ("YAY NO WEAPON MODEL!!!!!!11ONE");
}
Somewhere in your code should do the trick
Well, I placed this in my code and ran the came and no message popped up.. (YAY NO WEAPON MODEL...). So I was thinking that since impulse 9 isn't working either it's ...
- Sat Nov 09, 2013 5:27 am
- Forum: QuakeC Programming
- Topic: Weapon Views from scratch QC
- Replies: 24
- Views: 7986
Re: Weapon Views from scratch QC
if (self.weaponmodel == string_null)
{
bprint ("YAY NO WEAPON MODEL!!!!!!11ONE");
}
Somewhere in your code should do the trick
Well, I placed this in my code and ran the came and no message popped up.. (YAY NO WEAPON MODEL...). So I was thinking that since impulse 9 isn't working either it's ...
- Sat Nov 09, 2013 1:40 am
- Forum: QuakeC Programming
- Topic: Weapon Views from scratch QC
- Replies: 24
- Views: 7986
Re: Weapon Views from scratch QC
Assuming you're setting self.weaponmodel properly, and also assuming you don't have code somewhere that instantly sets it to null, I would be looking at whether or not your weapon models are positioned correctly. (i.e. internal to the model file) (try using your weapon models in stock quake, i.e ...
- Fri Nov 08, 2013 10:00 pm
- Forum: QuakeC Programming
- Topic: Weapon Views from scratch QC
- Replies: 24
- Views: 7986
Re: Weapon Views from scratch QC
Hmm.. none of the code here seems to work.. (and yes I have checked my progs.src
) Impulse 9 didn't seem to work either, and I start with 0 ammo which is strange. :/ 
And I'm not just copying and pasting the code.
I'm using it as a reference and reading it, and learning from it.
And I'm not just copying and pasting the code.
- Fri Nov 08, 2013 2:53 am
- Forum: QuakeC Programming
- Topic: Weapon Views from scratch QC
- Replies: 24
- Views: 7986
Weapon Views from scratch QC
OK, so I have re-coded almost my whole mod onto Enders scratch QC tutorial. The only problem I have now is that I can't see any weapons. I know this obviously is because I haven't told it to spawn any weapons. But I'm not sure where to... I know that before QC was told to load the start weapons in ...
- Fri Nov 08, 2013 12:17 am
- Forum: QuakeC Programming
- Topic: Program that compiles QC and progdefs.q1 ?
- Replies: 4
- Views: 2450
Re: Program that compiles QC and progdefs.q1 ?
fteqcc -progdefs
will write out a progdefs.h file
I do urge you to consider the ramifications of the change. Your engine will not be able to load vanilla/third party mods, and your mod will not work in other engines. There isn't any going back (or there is, but there's a heck of a lot of work ...
will write out a progdefs.h file
I do urge you to consider the ramifications of the change. Your engine will not be able to load vanilla/third party mods, and your mod will not work in other engines. There isn't any going back (or there is, but there's a heck of a lot of work ...
- Thu Nov 07, 2013 10:10 pm
- Forum: QuakeC Programming
- Topic: Program that compiles QC and progdefs.q1 ?
- Replies: 4
- Views: 2450
Program that compiles QC and progdefs.q1 ?
Hello! :D I was wondering if there was a QuakeC Compiler that compiled the QC while also generating a progdefs.q1 file (for the engine).
I need this because I started re-coding QC from scratch since I don't need a lot of Quakes original code and it was taking up a lot of unnecessary space. (500kb ...
I need this because I started re-coding QC from scratch since I don't need a lot of Quakes original code and it was taking up a lot of unnecessary space. (500kb ...
- Tue Nov 05, 2013 4:39 am
- Forum: QuakeC Programming
- Topic: Place_Model Problems
- Replies: 13
- Views: 4427
Re: Place_Model Problems
LESSON LEARNED ALWAYS ADD YOUR NEWLY MADE .QC TO THE PROGS.SRC! 