Search found 207 matches

by hondobondo
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...
by hondobondo
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
by hondobondo
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
by hondobondo
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...
by hondobondo
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"...
by hondobondo
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
by hondobondo
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...
by hondobondo
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

Baker wrote:Quakespasm
crashes: "Too many vertices"

FTEQuake works great looks nice
by hondobondo
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...
by hondobondo
Tue Mar 08, 2016 2:14 pm
Forum: Modeling
Topic: blender question
Replies: 2
Views: 4383

Re: blender question

will do. thanks
by hondobondo
Tue Mar 08, 2016 12:53 am
Forum: Modeling
Topic: blender question
Replies: 2
Views: 4383

blender question

Image

i resized a model down and now it floats. i tried to translate on the z axis. no luck. any ideas?
by hondobondo
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
by hondobondo
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...
by hondobondo
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...
by hondobondo
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...