 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
 Oh Right, Thanks
#26836 posted by aDaya on 2016/01/06 22:38:01
 FTEQCC Is A Very Wierd Program
#26837 posted by aDaya on 2016/01/06 23:51:42
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
#26838 posted by SleepwalkR on 2016/01/06 23:53:36
Is that supposed to sound german?
 Eyup
#26839 posted by aDaya on 2016/01/07 00:10:06
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
#26840 posted by adib on 2016/01/07 00:23:45
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
#26842 posted by ijed on 2016/01/07 00:46:33
So Far
 The DOS Prompt Doesn't Execute
#26843 posted by aDaya on 2016/01/07 00:51:45
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
#26844 posted by ijed on 2016/01/07 00:54:58
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
#26845 posted by aDaya on 2016/01/07 01:24:16
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
#26847 posted by ericw on 2016/01/07 02:01:32
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/ .
#26848 posted by JneeraZ on 2016/01/07 02:20:55
"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
#26849 posted by Lunaran on 2016/01/07 03:43:42
chill
I don't think you want to come across the way you're coming across.
#26850 posted by Rick on 2016/01/07 05:46:01
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
#26851 posted by aDaya on 2016/01/07 10:36:35
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
#26852 posted by aDaya on 2016/01/07 13:28:54
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
#26853 posted by aDaya on 2016/01/07 16:01:39
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
#26854 posted by SleepwalkR on 2016/01/07 16:16:53
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
#26855 posted by Cocerello on 2016/01/07 16:21:52
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
#26856 posted by aDaya on 2016/01/07 17:42:32
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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