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Vehicles? From Xonotic? HOW? =.=

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  • Vehicles? From Xonotic? HOW? =.=

    Hi. I still working on one of my project's. I already got some Monsters [not finished models yer, just placeholders] and i want to add some Vehicle's to my game. i have Xonotic. I played some servers with enabled Vehicles and it was fu#$% awesome! My favourite was Spiderbot, but nvm. I want same type of vehicles in my game! But, i dont understand anything in source code. it's looking simple, but when i trying to make it working, i dont get nothing, only ERROR's.
    Now, i'm starting from stratch. New folder [vehicles] with standard Quake One Source. And my question is: How can i EXPORT vehicles from Xonotic, and make it work in my Game? I trying to found any vehicle script already, but dont go so far. So, anybody can help me? I using newest Darkplaces. have installed CSQC [i thin it's something important becouse i found it in vehicle.qc script xd]

  • #2
    I doubt anyone here will have an answer for you. You should probably ask this question on the Xonotic forums.

    I hate telling people that. Baker does that all the time and it drives me nuts, but in this case you want information that has never even seen a relative topic on this forum.

    good luck
    http://www.nextgenquake.com

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    • #3
      I want to Ask on Inside3d too but...i registred my account 2 months ago? And it's still not accepted. Ugh. Okey, so i will try Xonotic forum. Thank's.

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      • #4
        I'm not even sure that I3D can help you. If I could remember my log in info I'd just give you my account. I never used it.
        Last edited by MadGypsy; 05-28-2013, 10:15 AM.
        http://www.nextgenquake.com

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        • #5
          When I don't know the answer, I ask google lol

          http://github.com/graphitemaster/gmqcc/issues/89

          Might have zero to do with what your wanting info on, but it says
          Originally posted by Github
          We differ from fteqcc in that in gmqcc var .float foo; does not create a field, but only the pointer. Some fields in xonotic's vehicle code were declared that way, and that was obviously not intended, and caused us to believe gmqcc was buggy while it was actually the code depending on this unnatural fteqcc behavior.

          Detecting uninitialized use of global field pointers in general is impossible, but detecting it in cases like this where they get never initialized is simple. So we should do that and warn.
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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