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  • #16
    MG yea 7z did not like the file i even tryed to dl it twice. GB i will get back to blender cookies tell i can make things the right way. thanks for all your help

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    • #17
      OK, Imma fix this once and for all. I revamped the entire package. I went over every last bit of it even down to paths that you will never see. I found mistakes (not ones that are associated with your problems), I fixed them all. I removed stuff that tied into bigger and greater things. I took another look at my qc syntax hilighting and upgraded that too. The entire thing has been polished to a T. To ensure that there are no problems I zipped the shit as a regular old zip.

      ALL you have to do is drop the develop folder in ID1 or a mod folder on the same level. However, I don't really need to tell you this, cause as soon as you open np++ you are going to be greeted by a "welcome" screen that tells you everything, cause I even did that too.

      completely clean, portable & contained QC development environment

      also included is my radiant .ent file that compliments this QC. FYI, I rewrote the standard radiant .ent to be cleaner a long time ago. So this is not only an expanded .ent, it's a cleaner one. This package also includes my latest weather update.

      It's done, complete, clean, the end, don't move stuff around. Anyone that has been using earlier versions of this, should upgrade to this one.

      The options menu has been upgraded and unlike the last compile options menu, this one actually works (lol). I always used option 1 so, I didn't realize that 2 through 5 were broken. They aren't anymore. You can even set what engine to use.

      Why does this have to be in ID1 or a game folder on the same level?

      Well, actually it doesn't. You could absolutely use this without it being in that location. You will just need to take the progs.dat that it creates and manually put it in ID1. That is really the only reason that develop needs to be in ID1, so it can spit out a progs.dat on the same level as itself. That's also a good way to remember where develop goes - wherever progs.dat is.
      Last edited by MadGypsy; 04-30-2013, 06:57 PM.
      http://www.nextgenquake.com

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      • #18
        when i saved it to my computer and tryed to open it did not work but when i just opened it from the dl it worked so i have it now! now for a beer

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        • #19
          i think it would be best if i just use this thread for my issues instead of always making a new one so feel free to help or just lafe to you self

          ok new issue

          i did a eddit to add more gibs just kinda making it up as i go everything seemed to work

          then i tryed this from inside3d Inside3D - Quake community, modding and QuakeC -

          i think i did it right i do feel i am a copy and past master

          but when i compiled it i got this

          in function ThrowBloodSplat (line 40),
          SVQC/splat.qc:43: warning: dir duplicate definition ignored
          SVQC/splat.qc:41: dir is defined here
          compiling SVQC/weapons.qc
          in function TraceAttack (line 207),
          SVQC/weapons.qc:228: error: Unknown value "else".
          SVQC/weapons.qc:228: error: expected ;, found {
          in function spike_touch (line 605),
          SVQC/weapons.qc:712: error: Unknown value "else".
          SVQC/weapons.qc:712: error: expected ;, found {
          in function superspike_touch (line 606),
          SVQC/weapons.qc:759: error: Unknown value "else".
          SVQC/weapons.qc:759: error: expected ;, found {

          ************ ERROR ************
          Errors have occured

          Error in SVQC/weapons.qc on line 1316

          going in to the game i did not realy notice anything diffrent but may be my eye for change was not that good

          my question is
          1. should i go and fix the "expected ;, found {"

          2 Unknown value "else". this i dont get this at all "else" is used every where in the coad why dose it not understand it now?

          3. if i use the the tutorials from Inside3D - Quake Community - I only had one officer, Mr. Keg can i expect thing to pop up errors or should they be 100% good to go in other words is there any quilty control?

          i would post this on inside 3d but my logins never work there

          Comment


          • #20
            erase line 43

            on lines 227, 711 & 758 add a semi-colon at the end of the line

            actually I can only guess those would be the proper line numbers. you are missing semi-colons as line enders somewhere around those lines.
            http://www.nextgenquake.com

            Comment


            • #21
              wait wait, I didn't look at the code...but I just did. Don't erase line 43.

              the problem is dir is being declared in the functions interface and within it's body...
              actually, yeah erase line 43

              Code:
              local vector dir;
              It makes no sense why it is being redeclared. The worst that could happen is I am wrong in which case you just put it back. I know it will remove the error, but you need to check if the script is still working in game.
              http://www.nextgenquake.com

              Comment


              • #22
                I see another problem

                In weapons.qc, add the following after the line "if (trace_ent.takedamage)" in TraceAttack:
                that is a misleading statement (or it could be) you want to add the code after

                if (trace_ent.takedamage) {

                note the curly bracket at the end. Not all if statements use them, but if that one does, then you need to correct where you pasted. I have a feeling you were pasting code between the lines (so to speak) make those adjustments and it will probably fix everything

                The next similar instruction in the tutorial is just as misleading and in the same way. You need to fix it all.
                http://www.nextgenquake.com

                Comment


                • #23
                  Code:
                  void() W_Precache =
                  {
                  	precache_sound ("weapons/r_exp3.wav");	// new rocket explosion
                  	precache_sound ("weapons/rocket1i.wav");	// spike gun
                  	precache_sound ("weapons/sgun1.wav");
                  	precache_sound ("weapons/gun****.wav");	// player shotgun
                  	precache_sound ("weapons/ric1.wav");	// ricochet (used in c code)
                  	precache_sound ("weapons/ric2.wav");	// ricochet (used in c code)
                  	precache_sound ("weapons/ric3.wav");	// ricochet (used in c code)
                  	precache_sound ("weapons/spike2.wav");	// super spikes
                  	precache_sound ("weapons/tink1.wav");	// spikes tink (used in c code)
                  	precache_sound ("weapons/grenade.wav");	// grenade launcher
                  	precache_sound ("weapons/bounce.wav");		// grenade bounce
                  	precache_sound ("weapons/shotgn2.wav");	// super shotgun
                  	precache_model ("progs/zom_gib.mdl");
                  };
                  Code:
                  	if (trace_ent.takedamage)
                  	{
                  		SpawnBlood (org, vel*0.2, damage);
                  		AddMultiDamage (trace_ent, damage);
                  		if(random() < 0.4) //only 2 in 5 times to prevent overflows
                  			ThrowBloodSplat(dir, trace_endpos, trace_ent); //throw blood splat in direction of shot
                  	}
                  	else
                  	{
                  		WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
                  		WriteByte (MSG_BROADCAST, TE_GUNSHOT);
                  		WriteCoord (MSG_BROADCAST, org_x);
                  		WriteCoord (MSG_BROADCAST, org_y);
                  		WriteCoord (MSG_BROADCAST, org_z);
                  	}
                  Code:
                  if (other.takedamage)
                  {
                  	spawn_touchblood (9);
                  	T_Damage (other, self, self.owner, 9);
                  	if (random() < 0.8) //only 4 in 5 times to prevent overflows
                  	{
                  		self.angles_x = self.angles_x*-1; //account for error in makevectors with non-player entities
                  		makevectors(self.angles); //find direction nail is facing
                  		ThrowBloodSplat(v_forward, self.origin, other); //throw blood splat in direction nail is facing
                  	}
                  }
                  like that.

                  basically his instructions (if read literally) told you to do this
                  Code:
                  if (other.takedamage)
                  	if (random() < 0.8) //only 4 in 5 times to prevent overflows
                  	{
                  		self.angles_x = self.angles_x*-1; //account for error in makevectors with non-player entities
                  		makevectors(self.angles); //find direction nail is facing
                  		ThrowBloodSplat(v_forward, self.origin, other); //throw blood splat in direction nail is facing
                  	}
                  {<--what am I doing way down here?
                  	spawn_touchblood (9);
                  	T_Damage (other, self, self.owner, 9);
                  	
                  }
                  You have to work inside the body
                  Code:
                  if(conditions)
                  {
                  	//body - executed if conditions result to true
                  } else {
                  	//body - executed if conditions result to false
                  }
                  Last edited by MadGypsy; 05-01-2013, 07:48 PM.
                  http://www.nextgenquake.com

                  Comment


                  • #24
                    SWEET 0 warnings!

                    i even kinda got what you were telling me to do

                    so it looks like i pasted in the wrong place is all

                    with line 43 taken out it works now i see a mess all over the walls

                    Comment


                    • #25
                      Good Job!

                      Hey, I got a question and I mean no disrespect (at ALL) -

                      Are you like a totally spaced out stoner trying to grasp game programming concepts, with a copy and paste mentality?

                      I'm not saying that isn't awesome and hilarious, but you really should get a grasp of basic programming. YOu don't even have to write a program that works. You just need to understand how code is formatted, and understand the basic var types like object(entity), array, float, string, vector, etc as well as functions, if, switch/case statements and loops. It sounds like a lot but it is probably about 30 minutes of reading somewhere on the net.
                      Last edited by MadGypsy; 05-01-2013, 09:21 PM.
                      http://www.nextgenquake.com

                      Comment


                      • #26
                        JD= JUST DUMB STONER
                        and yea that's kinda how i am doing it copy and past but worse then my pot smoking (im not braking the law the dr gave me a peace of paper saying it was ok CALI PROP 215!) is the fact that im dyslexic. so reading and learning is hard for me. when i went over to the other computer it did not have spell check so sorry for all the bad spelling the last few days and im grateful people have not been dicks about it hear at quake one. i have looked at the c coed book a bit to try and learn the basics. i was thinking of making some flash cards to learn the punctuation. when i tell you that i read each post some one makes to help me 10 times that is for real! 1 cose reading is not easy 2 reading and comprehending something new relay sucks! 3 i have no real in life computer geek friends that coad so there's no one to tock to about this. i am grateful for all the help everyone has given me. i know teaching me is a bitch! lol

                        Comment


                        • #27
                          when i tell you that i read each post some one makes to help me 10 times that is for real!
                          That's OK I rewrite it 10 times, for real! (lol)
                          http://www.nextgenquake.com

                          Comment


                          • #28
                            fixing the nail gun
                            so the spike shoots outside the nail gun in quake and this bugs the piss out of me and im not finding a how to over at inside3d

                            so im pulling this one out of my ass
                            in weapons qc line 667 (may be something different made a few changes already) is:
                            launch_spike (self.origin + '0 0 16' + v_right*ox, dir);

                            i changed it to
                            launch_spike (self.origin + '0 0 8' + v_right*ox, dir);

                            this seems to help solve the issue but i was wondering if there is a set number everyone uses to fix this?

                            Comment


                            • #29
                              @JD
                              about the nailgun: check seven's smc code, he also included a fix for the nailgun nails position in the smc
                              .
                              are you curious about what all there is out there in terms of HD content for quake?
                              > then make sure to check out my 'definitive' HD replacement content thread! <
                              everything that is out there for quake and both mission-packs, compiled into one massive thread

                              Comment


                              • #30
                                if I remember correctly (i may not be) the nails fire from the side of the gun. The number you changed raises and lowers the bullets. You are on the right track and may even be right, but I think you changed the wrong number. I may be the one that is wrong though.
                                http://www.nextgenquake.com

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