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gastrop0d
Joined: 11 Feb 2010 Posts: 5
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Posted: Thu Feb 11, 2010 11:14 am Post subject: noob questions |
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Hello everyone, I'm new here. I'm actually really excited to find this place; I thought Quake modding had all but died years ago
A friend of mine and I stayed up one night years ago, started this Quake mod, I scoured a bunch of tutorials and implemented some basic stuff like team and class selection menus, added Frikbot, started a couple of maps, etc. Then it basically sat on my hard drive. But somehow it's come back, and both of us are much more experienced now. Except with quakec. There's a lot of things about it I'm just ignorant of, so I thought it was time to seek out some help!
-end intro ramble-
So, I've been using the quake 1.06 source (I think... it is really old), frikqcc as my compiler and Darkplaces as my engine.
First thing I'm having trouble with is each class having a different movement speed. I downloaded a qc port of the player physics by LordHavoc, but the compiler spits a bunch of errors. Basically it doesn't recognise a bunch of things referenced in the code, including:
float bound(float, float, float)
vector ent.movement
So I'm wondering if I have an antiquated codebase or compiler? What would cause it to be unrecognised?
Second thing is I want to limit visibility of some things to certain clients (eg only class x can see entity y, or only team a can see entity z). I actually emailed LordHavoc and asked him and he replied with a great set of examples, but I've run into a similar problem in that the compiler doesn't recognise the functions and variables he's talking about, such as:
ent.nodrawtoclient
ent.drawonlytoclient
Quite frustrating to have a code solution sitting in front of you that the compiler doesn't accept! |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Thu Feb 11, 2010 12:03 pm Post subject: |
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you need a dpextensions.qc
you need to include it before most other files in your progs.src (add it after defs.qc) _________________ What's a signature? |
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gastrop0d
Joined: 11 Feb 2010 Posts: 5
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Posted: Thu Feb 11, 2010 2:02 pm Post subject: |
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Ah, awesome! Got it all working now, god... how did I not see that file
Thanks a lot! |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Fri Feb 12, 2010 12:15 am Post subject: |
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yeah... and it hasnt been running too nicely since i installed windows7... wish i could get a directdp port of it. _________________ QuakeDB - Quake ModDB Group |
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