Search found 80 matches

by dr_mabuse
Sat Sep 17, 2011 9:44 pm
Forum: General Discussion
Topic: frikbot - cant save waypoints
Replies: 7
Views: 2967

Re: frikbot - cant save waypoints

Darkplaces is crashing when i try to run Kurok, but i will try FTEQW :)
Hope it works :D

EDIT: Darkplaces didnt load Kurok, FTEQW cant save waypoints...
This is pissing me off now...
by dr_mabuse
Sat Sep 17, 2011 8:33 pm
Forum: General Discussion
Topic: frikbot - cant save waypoints
Replies: 7
Views: 2967

frikbot - cant save waypoints

i want to make some Waypoints on my maps, so they can be played with Bots..
But when i try to save the waypoints the game is crashing me to the console displaying this:

CALL2 8937(strcat)()
: SaveWays
: bot_menu_display
: BotPostFrame
: PlayerPostThink
<NO FUNCTION>
Bad builtin call number ...
by dr_mabuse
Sat Sep 03, 2011 10:25 pm
Forum: Gameplay & Design
Topic: trigger_changelevel problem on the psp
Replies: 7
Views: 16196

yes, i already did that in the QuakeC source...
they are playing perfectly in the maps, but i got random crashes when switching levels with trigger_changelevel...

I replaced my own startmap with the one from kurok and now it seems to work, but now it will crash when i am walking around on my e1m1 ...
by dr_mabuse
Sat Sep 03, 2011 7:49 pm
Forum: Gameplay & Design
Topic: trigger_changelevel problem on the psp
Replies: 7
Views: 16196

The current name is only a "placeholder"...

EDIT: i replaced my own mp3s with the Kurok mp3s and it doesnt hang anymore...

anybody knows whats wrong with the engines?
I have edited the Quake C code with my own mp3s for each level, and it only random crashes when you go to the next level...
by dr_mabuse
Sat Sep 03, 2011 6:12 pm
Forum: Gameplay & Design
Topic: trigger_changelevel problem on the psp
Replies: 7
Views: 16196

trigger_changelevel problem on the psp

Hi,

I am working on my first Kurok/Quake MOD called "Wolfenstein Arcade".

I run the MOD atm on the PSP with Kurok 0.4 and ProQuake eboot for testing around, and i got a problem:

I have placed "trigger_changelevel" brushes at the end of the maps and they are working fine on "FitzKurok" on the PC ...