Authorized Repost "Some parameter, weapon and ammo chan
Authorized Repost "Some parameter, weapon and ammo chan
Hello all,
I am hopeing I can get some help with some parameter, weapon and ammo changes.
I have looked through code3arena and google searches and there is a crap load of stuff out their with titles like "Mod making 101" and "Making simple qvm changes" and "Defineing new or Changing existing weapons", but for the past 3 days everything I have looked over either doesn't address what I need, is an incomplete tutorial or ends up being a dead link.
Although it would probably help if I knew exactly what kind of title I should be looking for. :icon16:
I understand that many of you guys have moved on to Q4 and really don't want to mess with old Q3 issues.
I honestly don't want to take up anyones time teaching me how to make the changes I want to make.
I was just looking for someone to tell me what files to go to so I can make some changes.
Anyway the changes I want to make I would like for them to be applied to Q3A as well as Q3:TA.
If anyone wants to add info on what to change in each file to acheive the changes I am looking for so I don't screw this up that would be great as well.
If you want just use the list I below as a form and just fill in the answers.
1.the damage per projectile is called out in these files,
2.the damage radius is called out in these files,
3.the splash damage per projectile is called out in these files,
4.the splash damage radius is called out in these files,
5.the spread of the projectiles is called out in these files,
6.the rate of fire is called out in these file,
7.the velosity of the ammo projectiles is called out in these files,
8.the maximum distance a projectile or weapon will do damage is called out in these files,
9.the starting amount of ammo in the weapons is called out in this file,
10.the amount of ammo each ammo refill gives is called out in these files,
11.the number of projectiles fired at a time is called out in these files,
12.the settings to make projectiles sticky is called out in these files,
13.the ability for gravity to effect or not effect a projectile is called out in these files,
14.the nature of a mine to have a proximity only trigger and not have a timed trigger when attached to a solid object is called out in these files,
15.the nature of a mine to have a 3 second fuse when attached to a player or bot is called out in these files,
16.the nature of a weapon or ammo to ignore armor is called out in these files,
17.the weaponteamrespawn time is called out in these files,
18.the quadfactor is called out in these files,
19.to make the changed files into the type of file you need use this program,
20.to make it work place the newly made file here,
And as always if there are any warnings or advice you feel like you should give before I start making changes please tell them to me.
A huge thanks to any who help!
I am hopeing I can get some help with some parameter, weapon and ammo changes.
I have looked through code3arena and google searches and there is a crap load of stuff out their with titles like "Mod making 101" and "Making simple qvm changes" and "Defineing new or Changing existing weapons", but for the past 3 days everything I have looked over either doesn't address what I need, is an incomplete tutorial or ends up being a dead link.
Although it would probably help if I knew exactly what kind of title I should be looking for. :icon16:
I understand that many of you guys have moved on to Q4 and really don't want to mess with old Q3 issues.
I honestly don't want to take up anyones time teaching me how to make the changes I want to make.
I was just looking for someone to tell me what files to go to so I can make some changes.
Anyway the changes I want to make I would like for them to be applied to Q3A as well as Q3:TA.
If anyone wants to add info on what to change in each file to acheive the changes I am looking for so I don't screw this up that would be great as well.
If you want just use the list I below as a form and just fill in the answers.
1.the damage per projectile is called out in these files,
2.the damage radius is called out in these files,
3.the splash damage per projectile is called out in these files,
4.the splash damage radius is called out in these files,
5.the spread of the projectiles is called out in these files,
6.the rate of fire is called out in these file,
7.the velosity of the ammo projectiles is called out in these files,
8.the maximum distance a projectile or weapon will do damage is called out in these files,
9.the starting amount of ammo in the weapons is called out in this file,
10.the amount of ammo each ammo refill gives is called out in these files,
11.the number of projectiles fired at a time is called out in these files,
12.the settings to make projectiles sticky is called out in these files,
13.the ability for gravity to effect or not effect a projectile is called out in these files,
14.the nature of a mine to have a proximity only trigger and not have a timed trigger when attached to a solid object is called out in these files,
15.the nature of a mine to have a 3 second fuse when attached to a player or bot is called out in these files,
16.the nature of a weapon or ammo to ignore armor is called out in these files,
17.the weaponteamrespawn time is called out in these files,
18.the quadfactor is called out in these files,
19.to make the changed files into the type of file you need use this program,
20.to make it work place the newly made file here,
And as always if there are any warnings or advice you feel like you should give before I start making changes please tell them to me.
A huge thanks to any who help!
Last edited by Magnus on Tue Jan 17, 2006 9:18 pm, edited 2 times in total.
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
well i have a whole bg_weapons .c/.h setup which has weaponData and ammoData. ammoData only holds the max for that type but weaponData shows commented of weapon names, defines classname ie (WP_GAUNTLET), ammoIndex, ammoLow (unused), ammoPerShot, fireTime (for bg_pmove). this system can easily be modified for more stuff in the weapon/ammoData also this system allows for ammo sharing because the ammo boxes dont use the WP_ defines anymore, they use their own AMMO_ defines. i will post a snipplet when i get home if you wish.
[img]http://img392.imageshack.us/img392/2089/ensiform1cz.png[/img]
That would be great ensiform.
Sounds like I could learn a lot from it.
I finally found some helpfull info and started going through the files in my source/game folder. Some of it seems fairly obvios and some of it seems like something I don't want to change untill I know for sure what I am changing. I don't want to go into there and make changes based on assumption.
I'll keep doing searches for the tuts I need while I wait for ensiform to get home and wait for all the helpfull responces I can get untill I am sure I am doing the right thing.
Thanks!
Sounds like I could learn a lot from it.
I finally found some helpfull info and started going through the files in my source/game folder. Some of it seems fairly obvios and some of it seems like something I don't want to change untill I know for sure what I am changing. I don't want to go into there and make changes based on assumption.
I'll keep doing searches for the tuts I need while I wait for ensiform to get home and wait for all the helpfull responces I can get untill I am sure I am doing the right thing.
Thanks!
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
Here is a quick question that will help narrow things down a bit.
In order to make the changes I listed above are there any files in any folders other than source\code\game that I need to make changes in?
That is my first and biggest concern.
From the way it looks all the parameters I need to get the changes I want are in the bg. and g. files in the source\code\game folder.
Is this correct?
Thanks again.
In order to make the changes I listed above are there any files in any folders other than source\code\game that I need to make changes in?
That is my first and biggest concern.
From the way it looks all the parameters I need to get the changes I want are in the bg. and g. files in the source\code\game folder.
Is this correct?
Thanks again.
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
-
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
No.Magnus wrote:In order to make the changes I listed above are there any files in any folders other than source\code\game that I need to make changes in?
Yes.Magnus wrote:From the way it looks all the parameters I need to get the changes I want are in the bg. and g. files in the source\code\game folder.
Is this correct?

How've you been, Magnus?
Finally! I think I can take the rest of it from there.
Thanks misantropia! :icon25:
I have been very busy and stressed out for several months now. Mekara's Union went on strike so we were 5 weeks down on income from her.
We had to pawn our computers to make the bills and thus had our cable and HSI turned off so I have been MIA for a while...lol.
But the strike is over and we have our computers back and Cable/HSI so everything is great now.
In fact I was able to start a service creating custom system cases for local computer stores to sell. :icon14:
How about you?
I have missed getting crushed...Uh, I mean doing some crushing...Heh!
Anyway I'll post back if I run into anything I'm not sure about while I make those changes.
Thanks again.
Thanks misantropia! :icon25:
I have been very busy and stressed out for several months now. Mekara's Union went on strike so we were 5 weeks down on income from her.
We had to pawn our computers to make the bills and thus had our cable and HSI turned off so I have been MIA for a while...lol.
But the strike is over and we have our computers back and Cable/HSI so everything is great now.
In fact I was able to start a service creating custom system cases for local computer stores to sell. :icon14:
How about you?
I have missed getting crushed...Uh, I mean doing some crushing...Heh!
Anyway I'll post back if I run into anything I'm not sure about while I make those changes.
Thanks again.
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
here's my bg_weapons.h:
and here's my bg_weapons.c:
that code was based off of raven's bg_weapons weapon/ammo system but i modified it to use functions to return get data for me so that it is a bit neater in the rest of the code.
so for getting firetime you would do:
old way:
new way:
its a bit of a trick to make the ammoPershot work properly though:
so lets go to PM_Weapon in bg_pmove.c
add this to the top by int addTime:
int amount;
now this is how i setup my code:
after that line you should comment out or remove this:
now add this:
okay so now you need to fix up bg_misc.c:
if u reorganized it like i did, then you will need to update the order of them in inv.h and make sure you use the new inv.h in your mod.
there is much much more code that needs changing as well but thats just the basics of setting it up.
Code: Select all
// Filename:- bg_weapons.h
//
// This crosses both client and server.
#ifndef __WEAPONS_H__
#define __WEAPONS_H__
enum { // weapon defines
WP_NONE,
WP_GAUNTLET,
WP_MACHINEGUN,
WP_SHOTGUN,
WP_GRENADE_LAUNCHER,
WP_ROCKET_LAUNCHER,
WP_LIGHTNING,
WP_RAILGUN,
WP_PLASMAGUN,
WP_BFG,
WP_GRAPPLING_HOOK,
#ifdef MISSIONPACK
WP_NAILGUN,
WP_PROX_LAUNCHER,
WP_CHAINGUN,
#endif
WP_NUM_WEAPONS
};
typedef int weapon_t;
typedef enum // ammo defines
{
AMMO_NONE,
AMMO_BULLETS,
AMMO_SHELLS,
AMMO_GRENADES,
AMMO_ROCKETS,
AMMO_LIGHTNING,
AMMO_SLUGS,
AMMO_CELLS,
AMMO_BFG,
#ifdef MISSIONPACK
AMMO_NAILS,
AMMO_PROX,
AMMO_BELT,
#endif
AMMO_MAX
} ammo_t;
typedef struct weaponData_s // weaponData structure
{
// char classname[32]; // Spawning name
int ammoIndex; // Index to proper ammo slot
int ammoLow; // Count when ammo is low
int ammoPerShot; // Amount of ammo used per shot
int fireTime; // Amount of time between firings
} weaponData_t;
typedef struct ammoData_s // ammoData structure
{
// char icon[32]; // Name of ammo icon file
int max; // Max amount player can hold of ammo
} ammoData_t;
extern weaponData_t weaponData[WP_NUM_WEAPONS]; // extern declaration of weaponData
extern ammoData_t ammoData[AMMO_MAX]; // extern declaration of ammoData
// Specific weapon information
#define DEFAULT_SHOTGUN_SPREAD 700
#define DEFAULT_SHOTGUN_COUNT 11
#define LIGHTNING_RANGE 768
int BG_GetAmmoIndexForWeapon(int weapon);
int BG_GetAmmoIndexForWeapon2(int weapon);
int BG_GetAmmoLowForWeapon(int weapon);
int BG_GetFireTimeForWeapon(int weapon);
int BG_GetAmmoPerShotForWeapon(int weapon);
int BG_GetAmmoMaxForType(int type);
#endif//#ifndef __WEAPONS_H__
Code: Select all
//
// bg_weapons.c -- part of bg_pmove functionality
#include "q_shared.h"
#include "bg_public.h"
#include "bg_local.h"
weaponData_t weaponData[WP_NUM_WEAPONS] =
{
{ // WP_NONE
// "No Weapon", // char classname[32]; // Spawning name
AMMO_NONE, // int ammoIndex; // Index to proper ammo slot
0, // int ammoLow; // Count when ammo is low
0, // int ammoPerShot; // Amount of ammo used per shot
0 // int fireTime; // Amount of time between firings
},
{ // WP_GAUNTLET
// "Gauntlet", // char classname[32]; // Spawning name
AMMO_NONE, // int ammoIndex; // Index to proper ammo slot
0, // int ammoLow; // Count when ammo is low
0, // int ammoPerShot; // Amount of ammo used per shot
400 // int fireTime; // Amount of time between firings
},
{ // WP_MACHINEGUN
// "Machinegun", // char classname[32]; // Spawning name
AMMO_BULLETS, // int ammoIndex; // Index to proper ammo slot
10, // int ammoLow; // Count when ammo is low
1, // int ammoPerShot; // Amount of ammo used per shot
100 // int fireTime; // Amount of time between firings
},
{ // WP_SHOTGUN,
// "Shotgun", // char classname[32]; // Spawning name
AMMO_SHELLS, // int ammoIndex; // Index to proper ammo slot
10, // int ammoLow; // Count when ammo is low
1, // int ammoPerShot; // Amount of ammo used per shot
1000 // int fireTime; // Amount of time between firings
},
{ // WP_GRENADE_LAUNCHER,
// "Grenade Launcher", // char classname[32]; // Spawning name
AMMO_GRENADES, // int ammoIndex; // Index to proper ammo slot
5, // int ammoLow; // Count when ammo is low
1, // int ammoPerShot; // Amount of ammo used per shot
800 // int fireTime; // Amount of time between firings
},
{ // WP_ROCKET_LAUNCHER
// "Rocket Launcher", // char classname[32]; // Spawning name
AMMO_ROCKETS, // int ammoIndex; // Index to proper ammo slot
5, // int ammoLow; // Count when ammo is low
1, // int ammoPerShot; // Amount of ammo used per shot
800 // int fireTime; // Amount of time between firings
},
{ // WP_LIGHTNING
// "Lightning Gun", // char classname[32]; // Spawning name
AMMO_LIGHTNING, // int ammoIndex; // Index to proper ammo slot
50, // int ammoLow; // Count when ammo is low
1, // int ammoPerShot; // Amount of ammo used per shot
50 // int fireTime; // Amount of time between firings
},
{ // WP_RAILGUN
// "Railgun", // char classname[32]; // Spawning name
AMMO_SLUGS, // int ammoIndex; // Index to proper ammo slot
5, // int ammoLow; // Count when ammo is low
1, // int ammoPerShot; // Amount of ammo used per shot
1500 // int fireTime; // Amount of time between firings
},
{ // WP_PLASMAGUN
// "Plasmagun", // char classname[32]; // Spawning name
AMMO_CELLS, // int ammoIndex; // Index to proper ammo slot
20, // int ammoLow; // Count when ammo is low
1, // int ammoPerShot; // Amount of ammo used per shot
100 // int fireTime; // Amount of time between firings
},
{ // WP_BFG
// "BFG10K", // char classname[32]; // Spawning name
AMMO_BFG, // int ammoIndex; // Index to proper ammo slot
15, // int ammoLow; // Count when ammo is low
1, // int ammoPerShot; // Amount of ammo used per shot
200 // int fireTime; // Amount of time between firings
},
{ // WP_GRAPPLING_HOOK
// "Grappling Hook", // char classname[32]; // Spawning name
AMMO_NONE, // int ammoIndex; // Index to proper ammo slot
0, // int ammoLow; // Count when ammo is low
0, // int ammoPerShot; // Amount of ammo used per shot
400 // int fireTime; // Amount of time between firings
#ifdef MISSIONPACK
},
{ // WP_NAILGUN
// "Nailgun", // char classname[32]; // Spawning name
AMMO_NAILS, // int ammoIndex; // Index to proper ammo slot
10, // int ammoLow; // Count when ammo is low
1, // int ammoPerShot; // Amount of ammo used per shot
1000 // int fireTime; // Amount of time between firings
},
{ // WP_PROX_LAUNCHER
// "Prox Launcher", // char classname[32]; // Spawning name
AMMO_PROX, // int ammoIndex; // Index to proper ammo slot
10, // int ammoLow; // Count when ammo is low
1, // int ammoPerShot; // Amount of ammo used per shot
800 // int fireTime; // Amount of time between firings
},
{ // WP_CHAINGUN
// "Chaingun", // char classname[32]; // Spawning name
AMMO_BELT, // int ammoIndex; // Index to proper ammo slot
50, // int ammoLow; // Count when ammo is low
1, // int ammoPerShot; // Amount of ammo used per shot
30 // int fireTime; // Amount of time between firings
}
#else
}
#endif
};
ammoData_t ammoData[AMMO_MAX] =
{
{ // AMMO_NONE
// "", // char icon[32]; // Name of ammo icon file
0 // int max; // Max amount player can hold of ammo
},
{ // AMMO_BULLETS
// "", // char icon[32]; // Name of ammo icon file
200 // int max; // Max amount player can hold of ammo
},
{ // AMMO_SHELLS
// "", // char icon[32]; // Name of ammo icon file
200 // int max; // Max amount player can hold of ammo
},
{ // AMMO_GRENADES
// "", // char icon[32]; // Name of ammo icon file
200 // int max; // Max amount player can hold of ammo
},
{ // AMMO_ROCKETS
// "", // char icon[32]; // Name of ammo icon file
200 // int max; // Max amount player can hold of ammo
},
{ // AMMO_LIGHTNING
// "", // char icon[32]; // Name of ammo icon file
200 // int max; // Max amount player can hold of ammo
},
{ // AMMO_SLUGS
// "", // char icon[32]; // Name of ammo icon file
200 // int max; // Max amount player can hold of ammo
},
{ // AMMO_CELLS
// "", // char icon[32]; // Name of ammo icon file
200 // int max; // Max amount player can hold of ammo
},
{ // AMMO_BFG
// "", // char icon[32]; // Name of ammo icon file
200 // int max; // Max amount player can hold of ammo
#ifdef MISSIONPACK
},
{ // AMMO_NAILS
// "", // char icon[32]; // Name of ammo icon file
200 // int max; // Max amount player can hold of ammo
},
{ // AMMO_PROX
// "", // char icon[32]; // Name of ammo icon file
200 // int max; // Max amount player can hold of ammo
},
{ // AMMO_BELT
// "", // char icon[32]; // Name of ammo icon file
200 // int max; // Max amount player can hold of ammo
}
#else
}
#endif
};
int BG_GetAmmoIndexForWeapon(int weapon) {
switch(weapon) {
case WP_NONE:
return AMMO_NONE;
case WP_GAUNTLET:
return AMMO_NONE;
case WP_MACHINEGUN:
return AMMO_BULLETS;
case WP_SHOTGUN:
return AMMO_SHELLS;
case WP_GRENADE_LAUNCHER:
return AMMO_GRENADES;
case WP_ROCKET_LAUNCHER:
return AMMO_ROCKETS;
case WP_LIGHTNING:
return AMMO_LIGHTNING;
case WP_RAILGUN:
return AMMO_SLUGS;
case WP_PLASMAGUN:
return AMMO_CELLS;
case WP_BFG:
return AMMO_BFG;
case WP_GRAPPLING_HOOK:
return AMMO_NONE;
#ifdef MISSIONPACK
case WP_NAILGUN:
return AMMO_NAILS;
case WP_PROX_LAUNCHER:
return AMMO_PROX;
case WP_CHAINGUN:
return AMMO_BELT;
#endif
default:
return AMMO_NONE;
}
}
int BG_GetAmmoIndexForWeapon2(int weapon) {
return weaponData[weapon].ammoIndex;
}
int BG_GetAmmoLowForWeapon(int weapon) {
return weaponData[weapon].ammoLow;
}
int BG_GetFireTimeForWeapon(int weapon) {
return weaponData[weapon].fireTime;
}
int BG_GetAmmoPerShotForWeapon(int weapon) {
return weaponData[weapon].ammoPerShot;
}
int BG_GetAmmoMaxForType(int type) {
return ammoData[type].max;
}
so for getting firetime you would do:
old way:
Code: Select all
switch( pm->ps->weapon ) {
default:
case WP_GAUNTLET:
addTime = 400;
break;
case WP_LIGHTNING:
addTime = 50;
break;
case WP_SHOTGUN:
addTime = 1000;
break;
case WP_MACHINEGUN:
addTime = 100;
break;
case WP_GRENADE_LAUNCHER:
addTime = 800;
break;
case WP_ROCKET_LAUNCHER:
addTime = 800;
break;
case WP_PLASMAGUN:
addTime = 100;
break;
case WP_RAILGUN:
addTime = 1500;
break;
case WP_BFG:
addTime = 200;
break;
case WP_GRAPPLING_HOOK:
addTime = 400;
break;
#ifdef MISSIONPACK
case WP_NAILGUN:
addTime = 1000;
break;
case WP_PROX_LAUNCHER:
addTime = 800;
break;
case WP_CHAINGUN:
addTime = 30;
break;
#endif
}
Code: Select all
addTime = BG_GetFireTimeForWeapon(pm->ps->weapon);
so lets go to PM_Weapon in bg_pmove.c
add this to the top by int addTime:
int amount;
now this is how i setup my code:
Code: Select all
} else {
PM_StartTorsoAnim( TORSO_ATTACK );
}
// add here
amount = BG_GetAmmoPerShotForWeapon( pm->ps->weapon );
// end add
pm->ps->weaponstate = WEAPON_FIRING;
Code: Select all
// check for out of ammo
if ( ! pm->ps->ammo[ pm->ps->weapon ] ) {
PM_AddEvent( EV_NOAMMO );
pm->ps->weaponTime += 500;
return;
}
// take an ammo away if not infinite
if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) {
pm->ps->ammo[ pm->ps->weapon ]--;
}
Code: Select all
// check for out of ammo and check for not infinite
// (AMMO_NONE and infinite dont really have ammo so dont do ev_noammo or ammo checks)
if ( BG_GetAmmoIndexForWeapon(pm->ps->weapon) != AMMO_NONE )
{
// enough ammo to fire this weapon?
if ( ! pm->ps->ammo[BG_GetAmmoIndexForWeapon(pm->ps->weapon)] )
{ //the weapon is out of ammo essentially because it cannot fire primary or secondary, so do the switch
//regardless of if the player is attacking or not
PM_AddEvent( EV_NOAMMO );
if (pm->ps->weaponTime < 500)
{
pm->ps->weaponTime += 500;
}
return;
}
}
// take an ammo away if not infinite
if ( pm->ps->ammo[ BG_GetAmmoIndexForWeapon(pm->ps->weapon) ] != -1 )
{
// enough ammo to fire this weapon?
if ((pm->ps->ammo[BG_GetAmmoIndexForWeapon(pm->ps->weapon)] - amount) >= 0)
{
pm->ps->ammo[BG_GetAmmoIndexForWeapon(pm->ps->weapon)] -= amount;
}
}
Code: Select all
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_bullets",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/machinegunam.md3",
0, 0, 0},
/* icon */ "icons/icona_machinegun",
/* pickup */ "Bullets",
50,
IT_AMMO,
AMMO_BULLETS,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_shells",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/shotgunam.md3",
0, 0, 0},
/* icon */ "icons/icona_shotgun",
/* pickup */ "Shells",
10,
IT_AMMO,
AMMO_SHELLS,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_grenades",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/grenadeam.md3",
0, 0, 0},
/* icon */ "icons/icona_grenade",
/* pickup */ "Grenades",
5,
IT_AMMO,
AMMO_GRENADES,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_rockets",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/rocketam.md3",
0, 0, 0},
/* icon */ "icons/icona_rocket",
/* pickup */ "Rockets",
5,
IT_AMMO,
AMMO_ROCKETS,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_lightning",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/lightningam.md3",
0, 0, 0},
/* icon */ "icons/icona_lightning",
/* pickup */ "Lightning",
60,
IT_AMMO,
AMMO_LIGHTNING,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_slugs",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/railgunam.md3",
0, 0, 0},
/* icon */ "icons/icona_railgun",
/* pickup */ "Slugs",
10,
IT_AMMO,
AMMO_SLUGS,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_cells",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/plasmaam.md3",
0, 0, 0},
/* icon */ "icons/icona_plasma",
/* pickup */ "Cells",
30,
IT_AMMO,
AMMO_CELLS,
/* precache */ "",
/* sounds */ ""
},
/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
{
"ammo_bfg",
"sound/misc/am_pkup.wav",
{ "models/powerups/ammo/bfgam.md3",
0, 0, 0},
/* icon */ "icons/icona_bfg",
/* pickup */ "Bfg Ammo",
15,
IT_AMMO,
AMMO_BFG,
/* precache */ "",
/* sounds */ ""
},
there is much much more code that needs changing as well but thats just the basics of setting it up.
[img]http://img392.imageshack.us/img392/2089/ensiform1cz.png[/img]
Yes I did reorganize the list. Glad you let me know to make the inv.h match. :icon14:
I think I have made all the changes I wanted except one.
I still can't see or find where to make changes to the velocity of the projectiles or ammo each weapon fires.
At first I thought it was the
bolt->nextthink = level.time + 10000;
in the g_missile.c,
but I figured out that this value defines how long before the projectile or ammo explodes after being fired.
Then I thought it might be the
case WP_ROCKET_LAUNCHER:
addTime = 800;
in the bg_pmove.c,
and again I figured out that this value defines the RoF.
Now I am thinking it might be the
VectorScale( dir, 2000, bolt->s.pos.trDelta );
in the g_missile.c
With the 2000 defining how fast the projectiles or ammo travels.
Am I still wrong? If so where do I define the velocity for each projectile or ammo stream?
Thanks again! :icon25:
I think I have made all the changes I wanted except one.
I still can't see or find where to make changes to the velocity of the projectiles or ammo each weapon fires.
At first I thought it was the
bolt->nextthink = level.time + 10000;
in the g_missile.c,
but I figured out that this value defines how long before the projectile or ammo explodes after being fired.
Then I thought it might be the
case WP_ROCKET_LAUNCHER:
addTime = 800;
in the bg_pmove.c,
and again I figured out that this value defines the RoF.
Now I am thinking it might be the
VectorScale( dir, 2000, bolt->s.pos.trDelta );
in the g_missile.c
With the 2000 defining how fast the projectiles or ammo travels.
Am I still wrong? If so where do I define the velocity for each projectile or ammo stream?
Thanks again! :icon25:
Uh, well....good luck with that. :shrug:
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Hey Magnus. Caldiar here.
While learning how to mod the Quake III engine I've been working with the weapons. This was a year to a year and half ago before I quit altogether and just stuck to mapping.
If I remember correctly, that 2000 you found in the line
VectorScale( dir, 2000, bolt->s.pos.trDelta );
is right. However I'm not 100% on that it's been a while as I've mentioned.
The velocity of the weapons I think is stored in the g_missile file
Should have all projectiles (plasma, rocket, gernade, etc)
Hope this helps out some....
While learning how to mod the Quake III engine I've been working with the weapons. This was a year to a year and half ago before I quit altogether and just stuck to mapping.
If I remember correctly, that 2000 you found in the line
VectorScale( dir, 2000, bolt->s.pos.trDelta );
is right. However I'm not 100% on that it's been a while as I've mentioned.
The velocity of the weapons I think is stored in the g_missile file
Should have all projectiles (plasma, rocket, gernade, etc)
Hope this helps out some....
Hey Calidar. How is it goin man?
Anyway I am thinking that must be it. I can't find anything else that would logically be the variable that defines velocity.
Funny that you replied in this thread. The weapon changes I am making are for a second instance of Q3A for my wife and myself to test out and see if they make the gameplay a little better yet stay ballanced as well.
If so I intend on submiting these weapon settings as well as three new weapons I have in mind for our mod.
I am almost finnished with that Strogg Landing Zone map. I darkened the sun/sky light and added some ambiamt light and it gives the map an excelent feel to go with the story line.
Anyway back to work. Later :icon25:
*EDIT*
Just found this on google by doing a search for
"VectorScale( dir, 2000, bolt->s.pos.trDelta );"
VectorScale( dir, 2000, bolt->s.pos.trDelta );(2000 is how fast the missle will travel once fired)
There we go! :icon14:
OK now to finish up.
Anyway I am thinking that must be it. I can't find anything else that would logically be the variable that defines velocity.
Funny that you replied in this thread. The weapon changes I am making are for a second instance of Q3A for my wife and myself to test out and see if they make the gameplay a little better yet stay ballanced as well.
If so I intend on submiting these weapon settings as well as three new weapons I have in mind for our mod.
I am almost finnished with that Strogg Landing Zone map. I darkened the sun/sky light and added some ambiamt light and it gives the map an excelent feel to go with the story line.
Anyway back to work. Later :icon25:
*EDIT*
Just found this on google by doing a search for
"VectorScale( dir, 2000, bolt->s.pos.trDelta );"
VectorScale( dir, 2000, bolt->s.pos.trDelta );(2000 is how fast the missle will travel once fired)
There we go! :icon14:
OK now to finish up.
Uh, well....good luck with that. :shrug:
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hehe things are goin well. I just discovered the joys (and troubles) of hint brushes. Vis compile on my maps are down from 15+ minutes to 2 minutes now! However Im getting funky green tiling effect on the floors from a distance now. I think the hint brushes are the culprit.
Anyways, glad you figured it out =) Try setting the rocket down from (1000?) to 300 for some interesting effects. I even set it to 2 and made a giant wall of rockets hahaha. Stupid bot would run into them over and over again trying to get through the door as if it didn't see them at all.
Google is my best friend XD
I've been wanting to talk to you for a little while now to know what I can and can't make in the map. To make the map for the mod Ill need to know the exact changes planned for the engine and what entities will be introduced/removed from the game so i can edit GTKRadiant to be able to work with them.
A couple things that are at the front of my mind right now:
- Enemy AI. I need to know how you're planning on getting the enemies to roam and go about their business. Would you be using nodes to attract them from place to place? Say we had a bot_roam_to node that makes the bot want to head to it. Then we could put flags on certain items like bot_inspect for things like broken glass or footprints. Then the bot would stop what he's doing and take a moment to inspect it. Yea, a little advance at the moment but would be very neat to see.
- Physics. What is the jump height going to be like? Will climb be a feature to make use of ladders? How fast will the person be moving. Will there be a better duck and will there be a prone mode for crawling on the stomache?
- Misc. Will there be flashlights to be used with a gun or something? Will there be new things like a biohazard suit or radiation suit to wear while going through contaminated areas of any sort?
I think at the end if we could squeeze a few things in that a sort of bipedal tank (think Metal Gear or Mech Warrior) would be neat to have. I can try my hand at modeling the thing (not much experience but if I had an modeling program that behaved like GTKRadiant I could pull it off) or even doing the code to make it work. Have like a map on land where you have to hijack one of those and tear into the enemies. Have special weapons just for that and have the UI change into a Ghost in the Shell type of style to it maybe. Hmm..
Oh well, glad to be able to talk to you and that's too bad about the computer situation. Let me know what you think and what you have planned when you get the chance please =)
Thanks a ton,
Caldiar
(Where's pete btw?)
Anyways, glad you figured it out =) Try setting the rocket down from (1000?) to 300 for some interesting effects. I even set it to 2 and made a giant wall of rockets hahaha. Stupid bot would run into them over and over again trying to get through the door as if it didn't see them at all.
Google is my best friend XD
I've been wanting to talk to you for a little while now to know what I can and can't make in the map. To make the map for the mod Ill need to know the exact changes planned for the engine and what entities will be introduced/removed from the game so i can edit GTKRadiant to be able to work with them.
A couple things that are at the front of my mind right now:
- Enemy AI. I need to know how you're planning on getting the enemies to roam and go about their business. Would you be using nodes to attract them from place to place? Say we had a bot_roam_to node that makes the bot want to head to it. Then we could put flags on certain items like bot_inspect for things like broken glass or footprints. Then the bot would stop what he's doing and take a moment to inspect it. Yea, a little advance at the moment but would be very neat to see.
- Physics. What is the jump height going to be like? Will climb be a feature to make use of ladders? How fast will the person be moving. Will there be a better duck and will there be a prone mode for crawling on the stomache?
- Misc. Will there be flashlights to be used with a gun or something? Will there be new things like a biohazard suit or radiation suit to wear while going through contaminated areas of any sort?
I think at the end if we could squeeze a few things in that a sort of bipedal tank (think Metal Gear or Mech Warrior) would be neat to have. I can try my hand at modeling the thing (not much experience but if I had an modeling program that behaved like GTKRadiant I could pull it off) or even doing the code to make it work. Have like a map on land where you have to hijack one of those and tear into the enemies. Have special weapons just for that and have the UI change into a Ghost in the Shell type of style to it maybe. Hmm..
Oh well, glad to be able to talk to you and that's too bad about the computer situation. Let me know what you think and what you have planned when you get the chance please =)
Thanks a ton,
Caldiar
(Where's pete btw?)
Right. id has some of the same problems. use /devmap to get into q3dm17 and give yourself flight and head off towards any corner of the map and you will begin to see the same effect in various tiled areas.Silicone_Milk wrote: However Im getting funky green tiling effect on the floors from a distance now. I think the hint brushes are the culprit.
I have never had a map do that to me so I really haven't looked that deep into the issue, but I will help out by looking around for the exact reason for that and how to prevent it.
Heh! Stupid Bots. :icon27:Silicone_Milk wrote: Anyways, glad you figured it out =) Try setting the rocket down from (1000?) to 300 for some interesting effects. I even set it to 2 and made a giant wall of rockets hahaha. Stupid bot would run into them over and over again trying to get through the door as if it didn't see them at all.
I actually have the RL set to 500 right now. We will see how it feels once I figure out how to get these changes compiled and playable. Heh! :icon16:
Honestly before we can determine that we kinda need to wait for more of a script from Ian. Wich is a bit of a binder. I put writing the script totally into Ian's hands and he seemed to feel good about it and he has some great ideas so for now we will be mapping and editing on the fly.Silicone_Milk wrote: I've been wanting to talk to you for a little while now to know what I can and can't make in the map. To make the map for the mod Ill need to know the exact changes planned for the engine and what entities will be introduced/removed from the game so i can edit GTKRadiant to be able to work with them.
When actually Ian may well be doing us a favor in that because it frees us to focus on mapping only a portion of the storyline at a time.
What I had figured for that portion is since I will be createing many of the enemys is to code a g_gametype change for maps/areas that are simply single player and you are on one team alone and all the enemys are on the opposing team. That way when you enter the area they don't start attacking each other as well as you. I will simply make each enemy's team skin the same as their default skin.Silicone_Milk wrote: A couple things that are at the front of my mind right now:
- Enemy AI. I need to know how you're planning on getting the enemies to roam and go about their business. Would you be using nodes to attract them from place to place?
Silicone_Milk wrote: Say we had a bot_roam_to node that makes the bot want to head to it. Then we could put flags on certain items like bot_inspect for things like broken glass or footprints. Then the bot would stop what he's doing and take a moment to inspect it. Yea, a little advance at the moment but would be very neat to see.
That is actually a good idea Calidar. :icon14:
Not sure if Ian sent you the Lab map I built, but in the areas where the glass lab devider pains are broken and there is shattered glass on the floor and bloody drag marks and gibbs along the blood trail. Well we could place a very heavy botroam in a central location with the glass on the floor and then code in a trigger_once in that area that initiates an animation sequence that I will create for the bot where the bot bends over extends it's hand to the floor and swipes up some blood and then stands back up and smells his fingers like he is getting the scent. Then he would go back to his normal roaming and tracking you down. Anyway just a thought.
Jump hight will most likely be same as the Q3A engine default.Silicone_Milk wrote: - Physics. What is the jump height going to be like? Will climb be a feature to make use of ladders? How fast will the person be moving. Will there be a better duck and will there be a prone mode for crawling on the stomache?
Yes ladders will be esential for many parts of the story.
The main character will move at the default speed, some of the enemys will be set to a walk only speed.
I feel that the duck should be set from 12 to like 8 and the need for crawling is yet to be seen.
Yes a flashlight that can be used as a mele weapon will most likely be one of the other three weapons I hope to create. The coding needed to make it illuminate an area as well as the diameter and brightness of the illuminated area will probably be up to pete. He is way more of a coder than myself.Silicone_Milk wrote: - Misc. Will there be flashlights to be used with a gun or something? Will there be new things like a biohazard suit or radiation suit to wear while going through contaminated areas of any sort?
Also I am thinking of how to handel the environment suit. There will have to be one but weather it is a belt that produces a sheild effect like the battle suit or cause an actuall model/skin change I havent figured out yet. I really feel the belt/sheild is the easy way to go and can produce a quality effect.
Things like that are always open for creation if the storyline calls for it.Silicone_Milk wrote: I think at the end if we could squeeze a few things in that a sort of bipedal tank (think Metal Gear or Mech Warrior) would be neat to have. I can try my hand at modeling the thing (not much experience but if I had an modeling program that behaved like GTKRadiant I could pull it off) or even doing the code to make it work. Have like a map on land where you have to hijack one of those and tear into the enemies. Have special weapons just for that and have the UI change into a Ghost in the Shell type of style to it maybe. Hmm..
We will talk more. I have already decided that everyone on the team needs to have schedualled contact days so we can coordinate our efforts.Silicone_Milk wrote: Oh well, glad to be able to talk to you and that's too bad about the computer situation.
And the computer situation is cleared up for now. Thanks though. :icon17:
Silicone_Milk wrote: Let me know what you think and what you have planned when you get the chance please =)
Done. :icon25:
Your welcome and thanks for your help as well.Silicone_Milk wrote: Thanks a ton,
Caldiar
Not sure. Didn't know he was MIA. I'll ask Ian if he knows.Silicone_Milk wrote: (Where's pete btw?)
Later.
Uh, well....good luck with that. :shrug:
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OK, I have hit another blocker.
I went and got Microsoft Visual C++ Toolkit 2003, but it dosen't offer much of a manual or support since it is free.
I have made all the changes to the files in the sorce folder that I need. Now hoe the heck do I turn it into somthing I can play?
Can someone piont me to a guide or tutorial that will teach me what to do from here.
Man is it like this for everyone?
No sooner do I get good with textures and I am suddenly a noob at mapping.
Then no sooner do I get good with mapping and I am suddenly a noob at creating shaders.
Then no sooner do I get good with shaders and I am suddenly a noob at modeling.
Then no sooner do I get good with modeling and I am suddenly a noob at modding.
Will it ever get any easier!? :icon23:
Oh, well...lol.
Thanks to anyone who helps.
I went and got Microsoft Visual C++ Toolkit 2003, but it dosen't offer much of a manual or support since it is free.
I have made all the changes to the files in the sorce folder that I need. Now hoe the heck do I turn it into somthing I can play?
Can someone piont me to a guide or tutorial that will teach me what to do from here.
Man is it like this for everyone?
No sooner do I get good with textures and I am suddenly a noob at mapping.
Then no sooner do I get good with mapping and I am suddenly a noob at creating shaders.
Then no sooner do I get good with shaders and I am suddenly a noob at modeling.
Then no sooner do I get good with modeling and I am suddenly a noob at modding.
Will it ever get any easier!? :icon23:
Oh, well...lol.
Thanks to anyone who helps.
Uh, well....good luck with that. :shrug:
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OK, I have Dev C++.
I don't know why, but when I selected the stable 4.9.9.2 version and downloaded it I somehow ended up with the Beta 5.0 version.
I hope this won't be a problem.
Thanks again.
I don't know why, but when I selected the stable 4.9.9.2 version and downloaded it I somehow ended up with the Beta 5.0 version.
I hope this won't be a problem.
Thanks again.
Uh, well....good luck with that. :shrug:
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alright cool. Don't think having the beta version should be any problems but it might be unstable considering it's beta and not a final release.
I only asked you to get Dev-C++ for syntax checking and and code editing (although you could actually do the whole thing in notepad which I did when I first started messing with the code). The actual compiling will be handled by the batch files that come with the Quake 3 source release.
They are called cgame.bat, game.bat, q3_ui.bat, and ui.bat
They are found in the code subfolders.
(could have sworn there was a VM folder....)
anyways,
once you save the changes you can compile all the code for the section of the source you're working with (client, server, etc)
by executing the batch file in the folder through Command Prompt
It will compile that one folder and changes will be made to that section.
I only asked you to get Dev-C++ for syntax checking and and code editing (although you could actually do the whole thing in notepad which I did when I first started messing with the code). The actual compiling will be handled by the batch files that come with the Quake 3 source release.
They are called cgame.bat, game.bat, q3_ui.bat, and ui.bat
They are found in the code subfolders.
(could have sworn there was a VM folder....)
anyways,
once you save the changes you can compile all the code for the section of the source you're working with (client, server, etc)
by executing the batch file in the folder through Command Prompt
It will compile that one folder and changes will be made to that section.
I thought that might be the case. I ran all of of the .bat and exe files in every folder I could find them in and they just flashed the command promp and nothing happend except one.Silicone_Milk wrote:The actual compiling will be handled by the batch files that come with the Quake 3 source release.
They are called cgame.bat, game.bat, q3_ui.bat, and ui.bat.
The q3cpp.exe. It comes up with a command prompt window that said:
#line 1 "<stdnin>"
And then just sat there waiting on a command line, but I have no idea what to type in or command to specify.
So all of my .bat and .exe files just cause a command prompt window to flash except the q3cpp.exe and I have no idea what to do with that one.
And yes you are right. There is a VM file in there now but it is empty.
Thanks again.
Uh, well....good luck with that. :shrug:
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hehe. That stumped me for a while the first time I messed with Quake 3 =)
Open up the Command prompt by going into Start
Program Files
Accessories
then click on Command Prompt (this is assuming you're running Windows XP)
then do the following command
cd "folder_of_the_bat_file"
and then type in the name of the bat like so
cgame.bat
then you should see some type of result.
Should compile fine lol =)
Good luck!
Open up the Command prompt by going into Start


then click on Command Prompt (this is assuming you're running Windows XP)
then do the following command
cd "folder_of_the_bat_file"
and then type in the name of the bat like so
cgame.bat
then you should see some type of result.
Should compile fine lol =)
Good luck!
Thanks Calidar.
Heh. I feel kind goofy now. I was thinking I must have to use a command prompt window that would be opened up by clicking one of the .bat files. :icon27: Duhhhh...lol.
Ill be getting to that now then.
By the way I spoke with Ian yesterday evening. He said that Pete is and I quote "Very MIA". Although Ian doesn't think Pete has quit on the project. I know this is a very big project, but it is going to be so worth it once it is finished. I am confident it will be a well favored and remembered mod.
Also Ian confirmed as I said that once we are finished with the mapping to be done at hand he will let us know about the next part of the story so we can do the next maps needed.
I figured that way we will be able to focus on the map at hand and not have to be thinking of the next map in the back of our heads. This may help to produce a higher level of quality in our mapping. Ian agreed with the concept.
I'll email you on many of the details he and I have discused.
Once again thanks!
Heh. I feel kind goofy now. I was thinking I must have to use a command prompt window that would be opened up by clicking one of the .bat files. :icon27: Duhhhh...lol.
Ill be getting to that now then.
By the way I spoke with Ian yesterday evening. He said that Pete is and I quote "Very MIA". Although Ian doesn't think Pete has quit on the project. I know this is a very big project, but it is going to be so worth it once it is finished. I am confident it will be a well favored and remembered mod.
Also Ian confirmed as I said that once we are finished with the mapping to be done at hand he will let us know about the next part of the story so we can do the next maps needed.
I figured that way we will be able to focus on the map at hand and not have to be thinking of the next map in the back of our heads. This may help to produce a higher level of quality in our mapping. Ian agreed with the concept.
I'll email you on many of the details he and I have discused.
Once again thanks!
Last edited by Magnus on Sun Jan 22, 2006 2:40 pm, edited 1 time in total.
Uh, well....good luck with that. :shrug:
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hehe np Magnus. It is a little tricky at first =)
That's too bad to hear about pete. I wonder what he's up to.
Personally I find that if I know about all the maps that need to be worked on I can kind of work better on them because I know what basic theme to give all of them. If Im working on it piece by piece and not knowing what the next part is going to be I have no idea how I should be designing the maps or what theme I should be going for.
I really don't like running in the dark lol =)
Anyways, eager to see what you're up to with the code.
Take care Magnus,
Caldiar
That's too bad to hear about pete. I wonder what he's up to.
Personally I find that if I know about all the maps that need to be worked on I can kind of work better on them because I know what basic theme to give all of them. If Im working on it piece by piece and not knowing what the next part is going to be I have no idea how I should be designing the maps or what theme I should be going for.
I really don't like running in the dark lol =)
Anyways, eager to see what you're up to with the code.
Take care Magnus,
Caldiar
Silicone_Milk wrote:hehe np Magnus. It is a little tricky at first =)
That's too bad to hear about pete. I wonder what he's up to.
Personally I find that if I know about all the maps that need to be worked on I can kind of work better on them because I know what basic theme to give all of them. If Im working on it piece by piece and not knowing what the next part is going to be I have no idea how I should be designing the maps or what theme I should be going for.
I really don't like running in the dark lol =)
Anyways, eager to see what you're up to with the code.
Take care Magnus,
Caldiar
I understand what you mean. I was concerned about the same thing and kinda still am. This mapping one part at a time without knowledge of the rest of the story is to me a bit of a trial thing. Of course much of what we do with this mod will have to be a trial thing since nothing like it has been done before.
If it just seems to be a problem for the labor, contiuity, or creative processes then we will chang it, but for at least a couple of chapters we will give it a try.
OK, I am having another problem.
When I open the command prompt and give the command and file address to compile it starts to compile and then stops at a point and says
'lcc' is not recognized as an internal or external command, operable program or batch file.
and it just stops there.
I looked up as much info as I could about this.
The most I could find was 2 articles that said I needed to place my source folder in my baseq3
3 forum posts that said I needed to open my cgame.q3asm and game.q3asm and make the first line point to where my source\bin\lcc.exe file is located.
In my case Program Files\Quake III Arena\baseq3\source\bin
would be wehere it seems I needed to point to.
And 2 places that said that I am missing a "bugfix.dll".
I corrected the first two and I do have the bugfix.dll but it is still doing the same thing.
If you or anyone who might read this knows what the problem is please let me know.
Thanks!
Uh, well....good luck with that. :shrug:
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
one day i'll post something in PD that isn't this link 
http://www.q3devel.6x.to/
the batch files are well laid out and documented and should get you sorted for compiling. it was the first programming-type thing i tried doing and bandit's files made the whole thing very easy.
can't remember if it's in there or not, but you might want to add a call to a command-line zip utility to prepare the pk3, then add stuff to copy it to baseq3 and run the game - if i remember when i get back to my dossing about machine i'll post mine.

http://www.q3devel.6x.to/
the batch files are well laid out and documented and should get you sorted for compiling. it was the first programming-type thing i tried doing and bandit's files made the whole thing very easy.
can't remember if it's in there or not, but you might want to add a call to a command-line zip utility to prepare the pk3, then add stuff to copy it to baseq3 and run the game - if i remember when i get back to my dossing about machine i'll post mine.
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