News | Forum | People | FAQ | Links | Search | Register | Log in
Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
First | Previous | Next | Last
Question About Adding Leg Model 
I have animated leg model but i dont know how add its can someone help me 
Question About Adding Leg Model 
Solved. 
Having Trouble Compiling Gameplay Edits 
Some changes I wanted to make for a small gameplay mod couldn't be done with the .qc source code, so I tried editing the Quakespasm source code. FTEQCCGUI didn't work, but the CodeBlocks project file they included did.

First problem was that the basedir was being set to my C:\ drive. https://cdn.discordapp.com/attachments/441366164803682318/754444940465012797/unknown.png
I don't know where I'd look to change that, but I can just put QS there temporarily.

After doing that, building and running it through CodeBlocks works just fine. But when I tried putting the built .exe into the temporary location, I get a generic error: "The application was unable to start correctly (0xc000007b)" when running the built .exe.

I don't really know what to do here. I'm jumping through all these hoops to make the death camera angle at 0 instead of 80. Ideally I could do it through FTEQCCGUI so it'd act like a mod instead of an entirely different engine, but like I said I couldn't get it to compile properly FTEQCCGUI (definition errors or expecting brackets, usually).

If someone could help me out, I'd really appreciate it. Like I said, ideally I'd compile these into a mod (like a prog.dat file), but if the only way I can edit the WinQuake derivatives is by making it into an .exe, then I'll do that, I just need to know what I'm missing. Or if there's a better way to do this. 
Tddgst: 
First, know that quake engine source can only be used to make a new engine, and QuakeC source can only be used to make a new mod. They are completely separate things, you can't use engine source and try to compile it into a mod.

Second, the basedir issue is most likely due to how you are launching the game. If you already have a working quakespasm setup, you should put your engine in the same place (with a different filename of course), and launch it the same way (either with a shortcut with the same options, or with a batch file with the same options.) 
Re: Metlslime 
Ah, alright. So are there ways to edit stuff like the view with the QuakeC source? Like I said in the last post, I'm wanting to change the angle when you're dead from 80 to 0. I looked around and couldn't find anything in the QuakeC source referencing it.

Also to clarify the basedir issue, it would only check for it in my C drive when trying to build and run the engine in CodeBlocks. Dragging the compiled engine into a quakespasm directory gave me the generic error. Unless you meant have the engine source files in the same location as quakespasm. In that case, I have the engine and quakespasm in separate locations. 
Tddgst: 
I don't know anything about codeblocks, but if you are trying to launch the game from within that, you might need to find a way to set the "working directory" of the executable to your quake directory.

In terms of whether you can do what you want in quakec, I found this in the engine source:

if (cl.stats[STAT_HEALTH] <= 0)
{
r_refdef.viewangles[ROLL] = 80; // dead view angle
return;
}


This implies it's hard-coded in the engine, and the way this logic is written, the only way to avoid it is to set player health to a value greater than 0. However that has various side effects like HUD shows a nonzero health, enemies react to you, etc.

New Idea: what if you let the player die, but then set he intermission camera to match the player's current location, but without a roll? (not sure if intermission camera can be abused in this way when the level is not actually completed, but worth a try.) Or do some other 3rd person camera logic to basically disconnect the camera from the dead player? 
Re: Metlslime 
CodeBlocks is a similar editor on the lines of Micorsoft Visual Studio. The issue is I'm only able to run the compiled engine through it. Outside of it with the compiled .exe, I can't get it to run.

That was the code I was referring to wanting to change, but since it's hard-coded in the engine, it's not that big of a deal that I can't change it as a mod. I'll ask around a different thread as far as properly compiling engine changes goes. Only reason I'd do that is for personal use.

As of posting, it's late at night for me, so I'll give the idea a shot in the morning and post my results. In either case, thank you for the help! 
Stuck About Make Think Timers 
I have a trigger and it moves me up
İf a trigger exists Trigger triggers timer when ı interact with it and at the timer ends trigger would be move me other ways so ı need help to code a think timer.ı look timers in quake c 106 codes but ı stuck .help please 
Will Some One Look My Question?? 
Please :( 
Will Some One Look My Question?? 
Please :( 
Hi Robie. 
What's your first language? It's quite a multi-national community on here so if you find someone who speaks it, you could maybe ask them directly and they can translate into English. 
R0bie874 
I don't fully understand your question, but:

In quakec, if you want an entity to wait for a certain amount of time, you can set self.nextthink to a time in the future. e.g.

self.nextthink = time + 5; //wait 5 seconds
self.think = DoSomeStuff;


In this example, the entity will wait 5 seconds and then call the function DoSomeStuff 
Say Thanks 
Thank you so much :) 
Say Thanks 
Thank you so much :) 
Answer To Shambler 
My main language is not english but ım using google translate to ask my questions.And shambler ı have a question you too :)
Im trying to show player legs in firs person mode in defined fovs. But how can ı code it in quake c.And ı know ther is quake15 example but ı looked ıt and its so complex uses auto_cvars etc. I dont like this. I need a script that shows player legs when player looks down and not thirdperson mode and ı dont want use auto_cvars like Show_player legs 1.it must not change with cvar it must be persistent . 
If Its Possible 
Hi

Just a question. It's possible in Quake 1 connect 2 maps and keep dead monster and other stuff already used, when you return for example from map 2 to map 1?

Thanks!! 
Hmm 
İ guess you want to make connected map system like halflife and persistent entities in server.you may look gold src engine or original hl source code 
For Crowdy 
Yes, exactly!

Ok, its a great idea! ill check original hl source code, thanks a lot, someone knows a mod that impleted this feature? thanks again! 
@drugod 
If I remember correctly, The Demon King lets you move back and forth between maps, with at least some degree of persistence between them.

Don't know if the source was ever made available, though. 
@threekidsinatrenchcoat 
It's a pity, the zip doesnt contain the src... 
@drugod 
I know. :( Well, at least it shows that what you want to do is to some extent possible to do in Quake, right?

The best I can do is this link with the development team's contact details circa 1997. I doubt any of those e-mail addresses are still active, but at least this tells you who worked on the mod. Maybe you can track one of them down and ask if they still have the source? 
One Important Point 
Demon King didn't preserve map state when you returned to levels - you were spawned at the correct entrance but all the monsters were alive again. I remember the forest being particularly nasty in this regard...

For that you'd need to use a system of saving and loading .sav files - but I think that's within the realm of possibility for a QuakeC mod.

What is probably not possible is the Half-Life style continuity within loading zones - where a monster could follow you through the transition between maps. Even if you could somehow compress the info about such a monster in the tiny amount of storage you have for transmission of data between levels, you'd still be stuck if that monster class wasn't precached when the target map was loaded... 
 
all the monsters were alive again

Are you sure? I'm pretty sure the monsters stayed dead, but weapons, health and ammo would appear again when you went back to a previous level... 
Thanks @threekidsinatrenchcoat And @Preach 
@threekidsinatrenchcoat I have decompiled the code and give me tips for the idea i want to do, thaks a lot!

@Preach, i have tested the demons king mod and the monster remains dead, but needs to be polished, save/load its a good idea too thanks! 
It Works! 
I have copy paste the parts i need from decompiled files, and works! Now i have polish a bit the code,due the monsters in Demon king dissapear and I added the death animation so the corpse remains (sorry for my english)

Now i must try to keep the corpse position

A question, the spawnflag can have a vector variable instead a float ?

Thanks again 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.