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Spirit 
must know. Quaddicted should have it frozen in carbonite. 
 
Lunaran - That's a terrible idea.

nice 
Quaddicted Doesn't Have The Mission Pack Fgds 
Looked into "Tools" and I don't think there's any other sections on the website. 
Quaddicted Has 
https://www.quaddicted.com/files/idgames2/planetquake/worldcraft/quakefgd.zip

Zerstorer, Hipnotic and Rogue's fgds in the same pack. 
Oh Right, Thanks 
 
FTEQCC Is A Very Wierd Program 
so I renamed my working mod folder to the actual name I'll use (Razenkrauft), after some QC stuff I wanna boot it but it doesn't want to, which at the same time freezes Explorer, meaning FTEQCC is pratically unusable now.
This stuff happened to me before, when I tried to download what seems to be an up-to-date version and the same thing happened. The FTEQCC I took was once in an experimental mod I used to teach myself some QC, and somehow transferring the software to my actual mod worked.
Can somebody help me with that one? I only use FTEQCC because it provides a direct interface instead of the lightning fast DOS prompt which closes immediately when it's done. 
Razenkrauft 
Is that supposed to sound german? 
Eyup 
The basic plot is that some special ruins have been discovered on some distant northern island, so a colony (Razenkrauft) is established here. Yadda yadda monsters come out yadda yadda you're sent here to "investigate" and clean all this mess. 
Daya 
Call the DOS version on a batch that ends with "pause" command. 
"Is That Supposed To Sound German?" 
It's only 2016 but this may be the burn of the year. 
The Burn Of The Year 
So Far 
The DOS Prompt Doesn't Execute 
What the Hell, what's the best alternative for FTEQCC?
I can't rely on a thing that breaks itself when you change directory! 
It's 
Always worked for me. And the .log it spits out gives all the info needed.

There are too many dependencies to know what's wrong on your end.

Keep trying stuff. 
Ooooooh That's Just GREAT 
So I tried another compiler, one that's called GMQCC. It doesn't have an interface but whatever, I just want something that works. So I run the thing and it lightning closes as usual. I try to run with with "-pause" but nothing happens, and there isn't even an error log spewing out every time so I don't know if compilation worked or not.
That's just great. Now my mod's definitely on hold because fteQCC is being dependant on something I don't even know, and Task Master doesn't know fuckshit.
You know, we might have software that makes a good job at doing models, making them quake compatible, doing textures, making maps, but we sure as hell don't know how to make a compiler that both works and has an interface! 
 
"Task Master doesn't know fuckshit."

^ Moved to func beef thread. 
Daya 
Run command line tools from cmd.exe. that way you can leave the command prompt open while you work, and see the output messages.

Use win32-fteqcc.exe from http://triptohell.info/moodles/fteqcc/
 
"Task Master doesn't know fuckshit."

Hey, hey, hey!

Run it from a dos prompt like Eric said ... don't get all up in my grill. 
Daya 
chill

I don't think you want to come across the way you're coming across. 
 
Open the command window first, then type the command in that window and it won't auto close after. Use shift+right click in the folder where it's at and use the "open command window here" option. 
Sorry For My Outburst 
But even with ericw's method of doing things on DOS prompt the thing just doesn't want to work. I put the thing in, press enter, it makes me go to the next line, and then I can't type anything. It's not like it's frozen either.
This means fteQCC, because of computer magic, doesn't work for me anymore. Now I'm trying to go back to that GMQCC compiler (http://graphitemaster.github.io/gmqcc/). I was able to run it, but I don't know if it was able to compile it, as I just got a lot of warning lines (I know that doesn't mean the thing didn't compile) but no actual confirmation that it was successful in doing so. By opening Trenchbroom and saying the Hipnotic entities in there I assume it worked, but I'm still not sure. 
Been Trying To Understand What's Wrong In There 
http://image.noelshack.com/fichiers/2016/01/1452169600-qmqcc1.png

I was sure to add hipdef.qc in the progs.src file, as well as adding what was necessary for stuff like bulletholes, Armagon's laser canon in weapons.qc and commenting out unused weapons and item bitslots from Scourge of Armagon, so I don't know what's really wrong here. 
Forgot To Add 
Trenchbroom displays the additional entity slots used by Scourge of Armagon, but it doesn't show the models. This is my hint that makes me say the compilation didn't work properly, as even if I take the ressources directly from the pak (models and sounds), the models in Trenchbroom still don't show up. And I made sure to check my fgd if it has scourge's defs. 
Does The FGD / DEF File 
Actually provide the necessary model attributes? TB will only show you the models if it knows where to find them. This information comes from the model attributes in the FGD file. See http://www.kristianduske.com/trenchbroom/docs/adding_models_to_entities.html 
Hipnotic And Rogue .fgds 
From what i experimented with them by using for making maps a year ago, i think they are missing some things here and there, so maybe the problem comes from there. And i used the same ones i linked you to, Daya. 
Sleepwalkr 
You're right, the monster declarations lack the model definition.
This one's easy, but then there's stuff like func_clock, func_counter and func_spawn that have a box that's bigger than the usual sized ones (especially func_spawn_small which is ironically bigger than the usual func_spawn), so I guess there's a model that needs to be attached?
But in the end I guess those models not showing up in TB doesn't matter, because the core coding comes from the qc files, and the fgd file's just here for clarification. I'll still declare the monster models though. 
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