well i downloaded fte and the clean qw qc source. but there seems to be a bunch of missing qc files? is this normal?
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quakeworld qc missing .qc files?
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QW mods tend to have no monsters at all. Certainly the id qw-qc code has none.
Thus its normal to be missing those qc files. There's a load of stubs in server.qc if I remember correctly.
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yeah, any fundamental issues (ie: only deathmatch-mode spawning) are already fixed in any major modern QW server.
merging the nq monster/ai code into a qw mod should be reasonably trivial, however you will need to fix up muzzleflashes and possibly a couple of particle effects.
fte is able to run nq mods directly, if that makes what you want to achieve any easier.
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I think it does. thanks spike. Now i have a new question. My cousin can join me in nazi zombies and when i use darkplaces (we use hamachi) but when trying to connect with the same hamachi address my cousin cant seem to join (fte) any idea what's up?
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different ports?
fte defaults to port 27500, dp defaults to port 26000.
if you're not mixing, you might still have different firewall rules.
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ahh well with dp you dont add the port to the end (or he doesnt) .
It's weird though i believe the pc version of nzp uses the DP engine when we play online theres absolutely no lag. how ever if we try to play quake on DP his ping is horrible. so bad he cant even walk. (which is why i'v been asking about qw & fte.) im not to fond of qw.
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'nzp' might use dp's cl_movement 1 setting by default. there's still lag, its just hidden.
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