There Is A Bound Limit On Bsp29
Node bounds in bsp29 are int16_t so all of the coordinates have to be within -32768 to 32767; bsp2 changes these to float.
Not all engines use this value (fitzquake family doesn't) but winquake/glquake do use it for culling, and it would totally break rendering in those engines if you overflowed the coordinates, so it should probably be a hard qbsp error.
(talked to nemo on discord and I think he solved the issue, was too many verts on a sky polygon)
thanks for the replies, i got it all !
huge maps are so cool...
Just installed QSS and im getting errors in the console about ammo crate bps misaligned lumps. No idea what that means, and I didn't get those errors in original QS...
With A Mod?
Which level? I don't see any with id1 / e1m1, for example.
I get some for breakables in ad 1.70 patch 1 (maps/ad_brk/wood01-4.bsp)
It indicates a bug with the qbsp or other tool that wrote the .bsp file.
Yeah, it's custom bsp's I had installed for the ammoboxes, regular Quakespasm seems fine with them, as does QSS, except QSS pastes the error in the console
the warning is new to QSS and won't get displayed in QS.
if its your map/bmodel then update your tools, otherwise just ignore it. it won't affect the vast majority of people so w/e.
(any maps/bmodels that get warned about will give crashes if you try running them on android/ios/rpi, or really ANY non-x86 cpu. which means that its really easy to fail to notice when tools write out buggy files - I was guilty of it too with fteqcc a while back).
I'm a beginner at QuakeC, and I want to make a weapon that works like the airblast from Pyro's flamethrower from Team Fortress 2.
The airblast can reflect projectiles and launch players away depending on where the player's aiming it, here's how the hit detection is done in TF2:
I suppose it would be easy to replicate this in QuakeC, I'd just need to spawn an entity with its center offset to the player and in the direction he's aiming. But this has its problems (and they're present in TF2 and shown in the video), from what I've read Quake doesn't rotate hitboxes, and this will produce some really strange situations if the player is reflecting at an angle.
Is it possible to check collisions in a cone in QuakeC? If it is, I suppose I'll have to implement the math by myself.
Are there any other alternatives?
findradius will get things within a sphere, that might be less bad than an AABB
you could also math it up yourself to get a cone, by testing angle between the airblast's forward vector and the vector from the airblast's origin to the incoming projectile.
However, a sphere might be better and i would size it big enough to be more forgiving to the player -- false positives are better than false negatives in this case i think.
Not sure if the source is out there but there was a weapon called the AirFist in the Painkeep mod. It was also a stand alone mod released as a promotion for Painkeep IIRC. It's been over 20 years. But it was very cool back in the day.
+1 for making new stuff for Quake
Yah AirFist was the first thing I thought of too. :-) We ran that for a while on one of the kitty1.stanford.edu servers back in the day.
Looks like it can still be got here: https://www.quaddicted.com/files/idgames2/quakec/weapons/airfist1.zip
...and that does include the QuakeC source code.
(not sure if there was ever another release after version 1)
BTW Torgo, that's just nostalgia coming through... we're not trying to dissuade you from making something new along those lines.
It's always cool to be able to look through a relevant codebase though, especially if you're just starting out with something as idiosyncratic as QuakeC.
I agree with Johnny. I am new to QuakeC too so any existing code to look at is a godsend!
Thanks for the help guys, I'm really against discovering the wheel again, so existing code helps a lot.
Also, I really appreciate your videos dumptruck_ds, it's actually the reason I started messing with Quake.
You Might Need...
Extras_r4 has some fancy particle effects, in particular it turns nails and rockets into 'particle' objects that react to forces. That mod has a cool gravity well thing that pulls nails and rockets away. Could be used to do the reverse.
Thanks for saying that, makes my day!
There's a newer version of extras now that Khreathor fixed up. I'd suggest that. The source is included in uwjam. See here:
just curious why on the first post it is raining inside?
2. Video of rain: https://youtu.be/NRud8T88tDc
maybe baker was curious as to whether the floor entity thing would cause the splash effect too (not my video, and I don't remember what state I left my examples in).
Traceline And Texture Questions
I'm trying to check what texture is below the player when he walks, then I'll change the sound of his steps depending on the texture.
I found this function in fteextensions:
string(entity e, float s) getsurfacetexture
So I thought that I should use traceline to get an entity below the player to get its texture:
traceline (self.origin, self.origin + '0 0 -40', 0, self);
But trace_ent always returns world.
I'm almost positive I'm doing everything wrong here, that traceline only interacts with entities and not the map itself.
Yeah, I was completely wrong.
Just do this:
local float surfnum = getsurfacenearpoint(world, self.origin + '0 0 -40');
local string s = getsurfacetexture(world, surfnum);
Missing Textures On Models
Textures for models used with DP do not affected in QSS. Models still grey.
How to solve an issue?
Spiked Particle Effects
i was playing through lost sepulcher months back, and i was using the ad spiked mod, and i had the particle effects working.
i downloaded the most recent version of spiked, extracted the contents to the root quake folder, ran the exe, tried out vanilaa quake, but i cannot see the partical effects.
i must admit, i'm out of the loop here, so any advice would be appreciated!
the particle stuff in qss were added for use by mods or maps, rather than forcing it on all users (retaining the quakespasm feel by default).
ad uses them, vanilla does not.
if you want to use custom effects, either use the r_particledesc cvar to tell the engine where to load the particle effects from, or do the equivalent via the particleeffectnum/pointparticles/trailparticles qc builtins, or use worldspawn keys of the form "_texpart_TEXTURENAME" "CONFIG.EFFECT" in your own map creations.
Without one of those, you'll get the same results as you would with unmodified quakespasm.
Are you saying that the version of spiked released for AD has particles forced ON in the engine, and all other versions of spiked don't?
Kinn (you Forgot To Log Out)
No, they are opt-in only, and AD has opted in basically, it calls the various particles effects in the qc etc.
As far as I know there is no version of QSS specific for AD anyways? But AD is probably one of the only mods that uses these features?
ah, i'm not really at the level where i can grasp a lot of this.
i was talking to rob martens, and he mentioned what i think you mentioned first (i quote):
1.) From a copy of Arcane Dimensions, copy the particles directory and the effectinfo.txt file over to your ID1 directory.
2.) In the QSS console, enter r_particledesc "effectinfo" to enable the use of the effectinfo file instead of the classic particles.
i'll give that a go.