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What's This, Some Mod Or Quoth Modification That Has A BFG? 
 
300 Damage 
would be good. We could do a true E4 shambler fragfest. 
OBS And Quakespasm Don't Like Each Other 
OBS game capture from the Quakespasm engine results in strangely low frame rates and makes the game controls feel choppy. I have no such issues with Darkplaces. This is on Windows 10.

Anyone else had this kind of issue? Did you solve it somehow?

I wanted to ask before testing the various settings and writing up the results, in somewhat systematic fashion. I explored the most common options in OBS already, but Quakespasm always takes a big performance hit when I start game or monitor capture. It is a mystery. 
How Can I Convert A HL Wad To A Q1 Wad? 
Or is it already compatible somehow? 
Daya 
does texmex have that ability? 
With Texmex, Yes 
You have to play with save as ... wad2 and ''save copy ... save wad3'' options.

I never did .hlwad to .wad, but If i remember well .wad to .hlwad is done in three steps:

1. Open the .wad on TexMex
2. Save it as wad3 with the name texsetname.hlwad.wad
3. Delete the .wad part 
 
so i suppose the opposite should work 
Warren 
Why you keep calling him Willem? 
 
Used to be my nick here. Some people still use it for whatever reason. Habit? 
I Still Say Willem 
Yes, out of habit more than anything. 
 
Also, same first and last letter, same color. Makes it easy to still see the old name, which reinforces the habit.

My point is, Willem should ROT13 his name and make it raspberry pink. 
 
I say we just call him Taskmaster. 
 
I was thinking "Wilbour", but ok. 
... [Trackback] 
 
DeathmatchClassic.wad, Now Usable For Quake 
Since I'm gonna use it, might as well share it with the others
https://www.mediafire.com/?jv7i5kj9a96ap96 
Adib 
Same reason some people call necros "negke", or call madfox "czg", etc. 
 
Lunaran - That's a terrible idea. 
So I Want To Use Scourge's Sourcecode To Add To My Mod 
(namely everything minus the gremlin and extra weapons and items)
Is it really just as simple as taking the hip prefixes files, adding their definitions to the mod's fgd file, adding their names to progs.src, compile and call it a day? 
Try It 
But really it depends on how complex your mod is and if anything conflicts. It shouldn't - as I remember the hipnotic files are reasonably self contained.

You'll also need to add the filenames.qc to the progs.src file - which is just a list of which files will be compiled.

There are a few dependencies here and there though, so when it fails to compile it'll tell you which ones; you then you'll need to merge the missing odds and sods into your mod.

Which basically means copy paste the code into your files by hand.

If it asks for a global or spawnflag that was not defined it'll be in defs.qc - which is just list of globals declared to be used by the other files.

Do that, then recompile. Then fix the bugs the compiler shats out, again. I recommend recompiling each time you fix a bug, since the compiler will usually throw out between 1-500 errors per bug, so it can help you to have a realistic idea of how much impact you're having as you resolve issues.

Rinse and repeat until your project compiles properly. Then you can start fixing the actual bugs in how things work.

Congratulations, you're now a coder!

-----

At least, that's how I learned. It's funny how people seem to think there's some mystical ability that allows people to be coders, rather than just trial and error. 
 
The only thing I coded for my mod are weapons and monsters, so I guess I won't have too much problem then. 
And Said Monsters Also Have Their Own Files For Clarity Sake. 
 
By The Way, 
Does anybody knows where I can find the fgd file for Scourge of Armagon? Google ran me into dead planetquake links.
I'm asking this so that the files I trake from Scourge don't get complicated to implement, stuff like rotating brushes and spawners. 
And The Dissolution Of Eternity One, 
So I could use its lightning trap shooter 
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