Search found 207 matches
- Wed Apr 27, 2016 6:28 am
- Forum: QuakeC Programming
- Topic: how do i set a global random?
- Replies: 12
- Views: 7410
Re: how do i set a global random?
what is monsterspawner, and where is it defined? older versions of fteqcc had a bug that allowed it to 'successfully' compile code with uninitialised (non-var) functions. or in other words, if you have void()monsterspawner; somewhere without void()monsterspawnwer={}; somewhere then you get a null f...
- Tue Apr 26, 2016 10:42 pm
- Forum: QuakeC Programming
- Topic: how do i set a global random?
- Replies: 12
- Views: 7410
Re: how do i set a global random?
@frag exactly
- Tue Apr 26, 2016 10:16 pm
- Forum: QuakeC Programming
- Topic: how do i set a global random?
- Replies: 12
- Views: 7410
Re: how do i set a global random?
actually i did create all the functions, because sometimes they worked fine and sometimes they didn't. i'm not that sloppy before coming here for help
- Tue Apr 26, 2016 10:14 pm
- Forum: QuakeC Programming
- Topic: how do i set a global random?
- Replies: 12
- Views: 7410
Re: how do i set a global random?
well i am 100% sure this stuff is the problem since its the only change i made before getting these errors. they seem to have disappeared when i created all the monsterspawner functions and referenced them. what was weird is that i would have calls to set the global var (MSMELEE) but didn't even use...
- Tue Apr 26, 2016 6:09 am
- Forum: QuakeC Programming
- Topic: how do i set a global random?
- Replies: 12
- Views: 7410
how do i set a global random?
say i wanted to set a random global to be used in StartFrame(); where would i call it? main();? i have this in main but it's causing weirdness local float n; n = ceil(random()*6); if (n == 1) {MSWAVES = TRUE; bprint("waves\n");} else if (n == 2) {MSRANDOM = TRUE; bprint("random\n"...
- Sat Mar 26, 2016 9:16 pm
- Forum: General Discussion
- Topic: Q1 Engines with Extended Limits
- Replies: 12
- Views: 8224
Re: Q1 Engines with Extended Limits
FTE doesn't support the .gravity field. oh well
- Sat Mar 26, 2016 2:45 am
- Forum: General Discussion
- Topic: Q1 Engines with Extended Limits
- Replies: 12
- Views: 8224
Re: Q1 Engines with Extended Limits
heres what bengtquake spits out GL_Upload8: excessive 'progs/g_armor.mdl_0' size 1275k (normal max 1200k) Mod_LoadAliasModel: excessive triangles (2376, normal max = 2048) in progs/v_2can.mdl GL_Upload8: excessive 'progs/plgokart.mdl_1' size 2226k (normal max 1200k) GL_Upload8: excessive 'progs/plgo...
- Fri Mar 25, 2016 8:37 pm
- Forum: General Discussion
- Topic: Q1 Engines with Extended Limits
- Replies: 12
- Views: 8224
Re: Q1 Engines with Extended Limits
crashes: "Too many vertices"Baker wrote:Quakespasm
FTEQuake works great looks nice
- Thu Mar 24, 2016 12:09 am
- Forum: General Discussion
- Topic: Q1 Engines with Extended Limits
- Replies: 12
- Views: 8224
Q1 Engines with Extended Limits
I'm trying to compile a list of the engines with not just extended map limits but extended model and sound limits. I know of a few Enhanced GlQuake (dead link) Darkplaces http://icculus.org/twilight/darkplaces/ MHQuake https://sourceforge.net/projects/mhquake/ DirectQ https://www.quaddicted.com/file...
- Tue Mar 08, 2016 2:14 pm
- Forum: Modeling
- Topic: blender question
- Replies: 2
- Views: 4383
Re: blender question
will do. thanks
- Tue Mar 08, 2016 12:53 am
- Forum: Modeling
- Topic: blender question
- Replies: 2
- Views: 4383
blender question
i resized a model down and now it floats. i tried to translate on the z axis. no luck. any ideas?
- Tue Mar 10, 2015 3:47 pm
- Forum: QuakeC Programming
- Topic: makingmonsters hunt non-player entities
- Replies: 8
- Views: 3586
Re: makingmonsters hunt non-player entities
ok what i wanted to do was spawn monsters that would hunt this single stationary entity and attack it like DOTA/LOL or somesuch, and the player would have to defend it. ideally there would be two entities for two different teams, but one would be fine to start
- Tue Feb 24, 2015 7:32 am
- Forum: QuakeC Programming
- Topic: makingmonsters hunt non-player entities
- Replies: 8
- Views: 3586
Re: makingmonsters hunt non-player entities
@hondobondo It may be helpful if you posted some code for review to see if you made any errors. Also, not sure if you are spawning an entity model or whatever for this totem but for the record, findradius will not return SOLID_NOT solid type entities. You can get around this problem in DP with sv_g...
- Sat Feb 21, 2015 3:50 am
- Forum: QuakeC Programming
- Topic: makingmonsters hunt non-player entities
- Replies: 8
- Views: 3586
Re: makingmonsters hunt non-player entities
they go for players via the checkclient() builtin, which returns a different player 10 times a second or something stupid like that. you'd need to call some custom qc function that returns your turret or whatever instead. the code i use for dmsp makes them roam around looking for a player. i modifi...
- Sat Feb 21, 2015 1:59 am
- Forum: QuakeC Programming
- Topic: makingmonsters hunt non-player entities
- Replies: 8
- Views: 3586
makingmonsters hunt non-player entities
say i wanted to make a MOBA type game, where two armies each hunt for the enemies totem or whatever. now they just hunt for the player. the axe of command mod will make enemies hunt for monsters that aren't = owner, but how do i make them hunt for say an entity like a turret or fortress that sits in...