 What's This, Some Mod Or Quoth Modification That Has A BFG?
#26807 posted by aDaya on 2016/01/04 13:50:25
 300 Damage
#26808 posted by adib on 2016/01/04 16:44:34
would be good. We could do a true E4 shambler fragfest.
 OBS And Quakespasm Don't Like Each Other
#26811 posted by primal on 2016/01/05 13:22:59
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?
#26812 posted by aDaya on 2016/01/05 15:04:45
Or is it already compatible somehow?
 Daya
does texmex have that ability?
 With Texmex, Yes
#26814 posted by Cocerello on 2016/01/05 18:50:34
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
#26815 posted by Cocerello on 2016/01/05 18:51:38
so i suppose the opposite should work
 Warren
#26816 posted by adib on 2016/01/06 01:56:15
Why you keep calling him Willem?
#26817 posted by JneeraZ on 2016/01/06 02:10:18
Used to be my nick here. Some people still use it for whatever reason. Habit?
 I Still Say Willem
#26818 posted by Zwiffle on 2016/01/06 02:46:55
Yes, out of habit more than anything.
#26819 posted by Lunaran on 2016/01/06 03:30:03
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.
#26820 posted by - on 2016/01/06 04:24:00
I say we just call him Taskmaster.
#26821 posted by adib on 2016/01/06 05:27:15
I was thinking "Wilbour", but ok.
 ... [Trackback]
#26822 posted by anonymous user on 2016/01/06 08:12:23
 DeathmatchClassic.wad, Now Usable For Quake
#26823 posted by aDaya on 2016/01/06 10:48:15
Since I'm gonna use it, might as well share it with the others
https://www.mediafire.com/?jv7i5kj9a96ap96
 Adib
#26824 posted by Kinn on 2016/01/06 11:32:47
Same reason some people call necros "negke", or call madfox "czg", etc.
#26825 posted by JneeraZ on 2016/01/06 11:55:35
Lunaran - That's a terrible idea.
 So I Want To Use Scourge's Sourcecode To Add To My Mod
#26826 posted by aDaya on 2016/01/06 14:25:37
(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
#26827 posted by ijed on 2016/01/06 14:56:39
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.
#26828 posted by aDaya on 2016/01/06 15:11:59
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.
#26829 posted by aDaya on 2016/01/06 15:12:34
 By The Way,
#26830 posted by aDaya on 2016/01/06 16:46:39
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,
#26831 posted by aDaya on 2016/01/06 16:48:44
So I could use its lightning trap shooter
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