
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

Spirit
#26832 posted by
adib on 2016/01/06 19:30:33
must know. Quaddicted should have it frozen in carbonite.
#26833 posted by
Lunaran on 2016/01/06 21:13:40
Lunaran - That's a terrible idea.
nice

Quaddicted Doesn't Have The Mission Pack Fgds
#26834 posted by
aDaya on 2016/01/06 21:53:47
Looked into "Tools" and I don't think there's any other sections on the website.

Quaddicted Has
#26835 posted by
Cocerello on 2016/01/06 22:08:06