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Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
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talk to mankrip re: colour blending with palettes, something tells me he's all over it. 
 
That stuff freaks me out. Some kind of voodoo magic I think.

If he could provide ideas as to how his implementation could be applied to low-res textures that are baked into a map, I'm all ears, but from what I've seen a lot of the quality seems to rely on the fact that he's working with a high enough resolution that the grain introduced by the super duper advanced and spooky dithering isn't too obnoxious.

And by "I'm all ears", I mean "I hope someone else is all ears because I know enough about coding to know that I can't code that" 
 
You'd have to account for the palette for instance when blending the two textures
Not if the decal is 24-bit, then it'll ignore the palette. One thing though: wouldn't decals exclude QS compat? 
Decals 
Wouldn't be capable of using replacement textures, but I don't see why qbsp couldn't be extended to merge the decal with its underlying faces into a new texture. If qbsp then output these new textures with the names used such as <mapname>_dec1.pcx...<mapname>_decn.pcx then perhaps it could support replacement textures even if only manually. 
 
Any help in solving this issue?

https://github.com/muk0r/qompiler/issues/1

Im building a compiler. I want it to use profiles to load saved compiling setting. How can I load a batch file to assign values to the variables I've created in the first batch file?

The current version is in branch v0.75

https://github.com/muk0r/qompiler/tree/Qompiler-v0.75 
 
do any of you guys have access to the "team fortress" or "future vs fantasy" source codes? 
 
TF: http://upload.foppa.dk/files/tf_29src.zip
You should check out Custom TF too, cool stuff added there, like building your character. You could be a thief (invisibility). You could have a special knife and when you stabbed like 5 people you could summon a Shambler who was following and fighting for you! :D ...and other shit that people were adding over the years to their mods. 
 
Here you can read about some features: http://wiki.quakeworld.nu/Original_CustomTF_Version_File
You can find sources on SourceForge etc. 
 
thanks man, much appreciated. 
 
and

http://quakeone.com/forums/quake-help/multiplayer/2798-latest-fvf-2.html

tells me everything I need to know about fvf 
BUMP. 
For people with coding issues. 
Was there already a long discussion at some point in the history of this board for why the Coding Help thread *shouldn't* be a permanent thread? Because it seems like it should be. 
Especially If It Avoids Half-arsed Toss Like This: 
QC Help [EDIT]
Posted by ijazz2 [125.17.68.26] on 2017/02/12 17:17:33
I am making a mod,but it wont compile.
I have spent one year making this plus correcting bugs,and on top of that school.So please,could someone help me? Fix fusion2.zip.

Quaketastic.com ,file in the QC Mistakes dir.

If anyone wants to use this then please put something like
modname/authorname_qc_date in DD/MM/YYYY .ZIP OR .7Z

THANK YOU,

-ijazz



Alos +1 vote for Quake Engines sticky, and Other PC Games thread sticky. Jury's out on CZG's Anus sticky but you can guess where my vote lies. 
FTEQCC Unwarranted Warnings. 
So I tried to clean up my qc a little bit and moved all the precaches in the worldspawn into its own function:
void worldspawn() =
{
(...)
precacheSounds();
precacheModels();
(...)
};


But now FTEQCC spams me with these warnings, even though it obviously works and these sounds are being precached:

player_movement.qc:80: warning F210: Sound "misc/water1.wav" was used but not precached
note: suppressed 12 more warnings about precaches.
Compile finished: ../progs.dat (id format)
Done. 22 warnings


Any way to get it to recognize that the precaches actually take place or disable this warning? I've already removed all other warnings from the source, so it'd be nice to have an actual clean compile for once.

This is in FTEQCC: Feb 11 2017 
 
precache_sound() vs sound() calls go based upon string immediates that are passed in. if you're not using an immediate then fteqcc can't read/check it for you.
I guess you're looping through an array to precache your sounds (thus no immediates, so fteqcc can't see them), so either use the same lookup in your sound calls as in your precache_sound calls, or just '#pragma warning disable F210' to disable those warnings. 
Not Doing Anything That Fancy I'm Afraid. 
I just literally pulled all the precache calls from worldspawn out into a new method:

void precacheSounds() =
{
precacheSound ("misc/menu1.wav");
precacheSound ("misc/menu2.wav");
precacheSound ("misc/menu3.wav");
precacheSound ("misc/torchon2.wav");
precacheSound ("misc/spark.wav");
//and then ~200 more lines of the same...


I'll probably just disable the warning for now. It's easy enough to notice when you've forgotten to precache something. 
And By The Way 
Is there a list of all the pragmas and other interesting settings supported by fteqcc?

I've noticed you can actually do a whole lot of macro fuckery with it, which might turn out to be either really good or really bad... 
What Are You Working On? 
Hmmm... 
Fteqcc Info ... 
Other Fteqcc Info: 
This Is All Very Useful Info! 
Thanks! 
Useful Info Turns Out To Be Eldritch And A Gateway To Evil 
This is madness. I should not be doing this.
http://pastebin.ca/3767491 
Ugh 
Maths help please.

Given that:

1) I know the normal vector of a brush face.
2) I know the texture offset, scale and rotation on that brush face.
3) Quake's standard texture projection is being used (no fancy ETP stuff here, no sir)

How do I then calculate the width and height (in quake units) of a texture pixel as it appears projected on that brush face?

Why do I need to know this? Oh god, please don't ask :( 
Never Mind 
Hacked it in by raycasting from rotated and scaled texture coordinates along the direction of the projection axis onto the face plane and then measuring the distance between the points where the rays hit the plane.

If anyone's wondering, I was tested some retarded idea in Unity. Conclusion: idea was in fact retarded. 
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