Search found 65 matches
- Sat Feb 06, 2016 6:45 am
- Forum: Programming Discussion
- Topic: Is it possible to make mods for Quake Live now that its on S
- Replies: 0
- Views: 3939
Is it possible to make mods for Quake Live now that its on S
Is it possible to make mods for Quake Live now that it's on steam?
- Sun Oct 23, 2011 7:14 am
- Forum: ID Tech
- Topic: flickering lights?
- Replies: 20
- Views: 12292
Re: flickering lights?
You can definitely do flickering lights with q3map2 and lightstyles.
- Sun Oct 23, 2011 7:10 am
- Forum: Programming Discussion
- Topic: Advice on bug hunting?
- Replies: 3
- Views: 2989
Re: Advice on bug hunting?
Yeah... I tried to figure out how to do that once and failed. But I may need to end up figuring out how to do that.
- Wed Oct 19, 2011 9:19 pm
- Forum: Programming Discussion
- Topic: Advice on bug hunting?
- Replies: 3
- Views: 2989
Advice on bug hunting?
My mod has some issue in the code whereby the server hangs and takes 100% cpu. In the server console, all you see is whatever was happening normally prior to that. The hanging doesn't stop after a minute, it continues probably forever. Do you guys have any advice on how I should go about finding thi...
- Thu Oct 06, 2011 7:56 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3163214
Re: Screenshots
Yeah it does. So, if you ever decide you don't want that, or that you want to sell it, you have to BUY a licence. You don't have to buy a license to sell your game. Buying a license is one element of fulfilling the requirements of being allowed to stay closed source (the other is that you can't hav...
- Wed Oct 05, 2011 11:20 pm
- Forum: Programming Discussion
- Topic: Value changing on it's own??
- Replies: 5
- Views: 3932
Re: Value changing on it's own??
So what does that mean? Does that mean we should move it out of BG and into G? Does it mean that what we were trying to use it for (and using it in that way) is just not something you should do?
- Mon Oct 03, 2011 11:59 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3163214
Re: Screenshots
No it doesn't?o'dium wrote:Its free, yeah, at least for the beta. After that we may look into more options, but that requires buying a licence from id Software.
I am also looking forward to this game! Maybe modding for it, we'll see.
- Mon Oct 03, 2011 6:57 pm
- Forum: Programming Discussion
- Topic: Value changing on it's own??
- Replies: 5
- Views: 3932
Re: Value changing on it's own??
Yeah but neither the client nor the server is updating the numclips in the above output example. It's changing from 2 to 0 and back (and in that increasing pattern of 0's) on it's own. Here is wpinfo_t typedef struct wpinfo_s { char *ammoIcon; int weapMode[MAX_CLIENTS]; int numClips[MAX_CLIENTS]; in...
- Mon Oct 03, 2011 6:22 am
- Forum: ID Tech
- Topic: Ragemapping.com has launched [Updated]
- Replies: 22
- Views: 6830
Re: Id-tech5.com has launched
Yeah no reason to be hostile but, I do think that domain name isn't great because it sounds like an official idtech5 site which it is not. Like, Id Tech 5 World or Id Tech 5 Community or something makes more sense to me. But whatever 

- Mon Oct 03, 2011 6:08 am
- Forum: Programming Discussion
- Topic: Value changing on it's own??
- Replies: 5
- Views: 3932
Value changing on it's own??
I have a variable that is getting its value changed somehow and I don't understand it. In bg_misc.c I have added a typedef like this: wpinfo_t bg_weaponlist[] ={ { //WP_NONE, //0 Used for misc counts, rounds are for burst count. "", {0}, //weapMode {0}, // numClips ammo that fits in the we...
- Fri Sep 30, 2011 1:07 am
- Forum: Programming Discussion
- Topic: Question about commands
- Replies: 5
- Views: 3850
Re: Question about commands
Turns out my above solution had 1 problem with it. My in-game menus were displaying the value of g_sourceURL, which worked fine on a local game, but of course on a remote game it does not have access to that value. So I fixed it by having the menu ask for a new cvar's value, cg_g_sourceURL, which I ...
- Thu Sep 29, 2011 11:39 pm
- Forum: Programming Discussion
- Topic: Display a server cvar value in the in-game menu
- Replies: 1
- Views: 2656
Re: Display a server cvar value in the in-game menu
Looks like I have to do it in ClientBegin. I tried doing it in ClientConnect but apparently the client is not yet initialized at that point so it can't receive commands. (I got it working in ClientBegin)
- Thu Sep 29, 2011 10:34 pm
- Forum: Programming Discussion
- Topic: Modifying brush geometry
- Replies: 3
- Views: 3201
Re: Modifying brush geometry
I imagine not with structural brushes, but if you created func_walls like in urban terror then I would think maybe you could manipulate those, or if not, build various sizes of the same brush as func_walls and then in code you could select which one to display or something.
- Thu Sep 29, 2011 10:20 pm
- Forum: Programming Discussion
- Topic: Display a server cvar value in the in-game menu
- Replies: 1
- Views: 2656
Display a server cvar value in the in-game menu
I have a read-only cvar on the server and I want to display its value in the in-game menu. My plan is to make another client cvar and then set its value when the player joins the server and then the in-game menu will actually display the value of that client cvar. I'm pretty sure I know how to do mo...
- Sun Sep 18, 2011 9:45 pm
- Forum: Programming Discussion
- Topic: Question about commands
- Replies: 5
- Views: 3850
Re: Question about commands
First you define the 3 constants and create the 3 cvars for each vm, adding to these files in the appropriate places (it's easy to see where to add because you just look at what is currently there): ui_local.h #define UI_SOURCE_URL "http://yourdomain.com/svn/uiproject/" extern vmCvar_t ui_...
- Sun Sep 18, 2011 9:10 pm
- Forum: Programming Discussion
- Topic: Passing values from cgame to ui in main menu?
- Replies: 3
- Views: 3565
- Sun Sep 18, 2011 9:18 am
- Forum: Programming Discussion
- Topic: Question about commands
- Replies: 5
- Views: 3850
Re: Question about commands
I have completed this code and I'll post it soon. I did it pretty much how I described at the bottom of my previous post. It actually wasn't that much work really, but I'm used to trying to do much harder and more involved things (that I know less about heh). And this article helped a hell of a lot:...
- Sun Sep 18, 2011 8:25 am
- Forum: Programming Discussion
- Topic: Passing values from cgame to ui in main menu?
- Replies: 3
- Views: 3565
Passing values from cgame to ui in main menu?
When you load the game to the main menu, it doesn't seem to have access to cg_ cvars. If you type any cg_ cvar in the console it won't know it, unless it's archived in the player's config. Is there any way to get values directly from cgame to ui while in the main menu before actually loading into a ...
- Sun Sep 18, 2011 3:41 am
- Forum: ID Tech
- Topic: Map process.
- Replies: 8
- Views: 3190
Re: Map process.
The idea of allowing user feedback to change the plan/structure/foundation of the project is not a good idea. But, if that's your thing, then a "blockout" would be for that. For a lot of mappers, at least in Urban Terror, it would be a great idea. Sometimes mappers don't have a good sense...
- Sun Sep 18, 2011 2:27 am
- Forum: Programming Discussion
- Topic: Question about commands
- Replies: 5
- Views: 3850
Re: Question about commands
Well, it doesn't absolutely *have* to work like that, that's why I asked because if it is something that is quite beyond normal mod capability then I would probably not bother and do a pared down version of it instead. The reason I want to do this has to do with (for starters), AGPL. My mod is being...
- Sat Sep 17, 2011 11:44 pm
- Forum: ID Tech
- Topic: EntityPlus - A single player Q3 mod
- Replies: 830
- Views: 861618
Re: EntityPlus - A single player Q3 mod
I just played beta 1, it's pretty damn sweet! I got a real nostalgic quake1/2 feeling from it - except better because it's quake3! It's funny because I was working on a Q3 multiplayer mod at the end of 2010 beginning of 2011, then put it down for half a year and got back to it a few weeks ago -and r...
- Sat Sep 17, 2011 10:33 pm
- Forum: Programming Discussion
- Topic: Qvm making.
- Replies: 9
- Views: 8233
Re: Qvm making.
I know this is slight thread necromancy, but for the benefit of future googlers: Eraser, the op Laggi thought he had the actual Urban Terror mod source code, but he didn't (since it is not open source there is no way he would have it), what he had is the ioUrbanTerror engine source code (which is ju...
- Sat Sep 17, 2011 9:30 pm
- Forum: Programming Discussion
- Topic: Question about commands
- Replies: 5
- Views: 3850
Question about commands
I have a 3 cvars, one in ui, one in cgame and one in game. I want to have a command where if you type it in the console it echos like this: UI Cvar value: <value of ui cvar> Cgame Cvar value: <value of cgame cvar> Game Cvar value: <value of game cvar> Of course, there are 3 states you could be in: 1...
- Sat Sep 17, 2011 7:45 pm
- Forum: Programming Discussion
- Topic: Translocator?
- Replies: 24
- Views: 17585
Re: Translocator?
You shouldn't be trying to get the errors to stop being shown to you, you should fix them. I believe that if you are compiling the entire (io)q3, then there are many many warnings for the engine because of some IDE reasons, but you don't need to build the engine. Go into the configuration manager an...
- Tue Sep 13, 2011 5:25 am
- Forum: Programming Discussion
- Topic: Translocator?
- Replies: 24
- Views: 17585
Re: Translocator?
Maybe try replacing a Q3 weapon instead of a TA weapon. My logic is that if you're not compiling TA stuff, then maybe your weapon is missing something that a q3 weapon would not be missing.