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Absolute beginners guide to _pext_infoblobs

// CLIENT 1. Jimmy makes a 128 * 128 pic, calls it jimmy.jpg 2. He puts it in Quake/fortress/mypics (?) 3. He sets: setinfoblob myavatar “fortress/mypics/jimmy.jpg”

// SERVER 4. make 2 new variables: typedef string *stringptr; .stringptr myavatar;

#define MAX_PIC_SIZE 100000

5. When Jimmy connects (ClientConnect())

int size_of_pic = getlocalinfo(“myavatar”, Jimmy.myavatar, MAX_PIC_SIZE) if(size_of_pic . . . → Read More

Absolute beginners guide to decals

Decals are a type of particle. In the code they are defined as “type cdecal”.

1. In Gimp, make a new image, size 256×256 (or 64², 128² etc), advanced options->fill with background color, and start drawing your decal. Alternatively, if you already have an existing image: layers-> “add alpha channel”, and delete the areas . . . → Read More

Minimal AttackersGoRed map requirements

Make your map. Position an info_player_start, and info_intermission somewhere. Copy the text below, and paste it at the bottom of your *.map file Reload map, and move the entities from ‘0 0 0’ to where you want them, and adjust their angles.  Compile

 

// identify map as TF map { “classname” “info_tfdetect” “origin” . . . → Read More

skyboxes for dummies

“A skybox is loaded using either the “loadsky” console command””A skybox is loaded using either the “loadsky” console command”Jul 26 02:16:50 <OneManClan2> (https://quakewiki.org/wiki/Skybox_Support)Jul 26 02:17:12 <OneManClan2> …’loadsky’ (at the FTE console didnt do anything)Jul 26 02:18:39 <OneManClan2> ah ezquakwe recognises itJul 26 02:27:02 <OneManClan2> ok i got a skybox, 6 pics, 1024×1024, called grimmnight_Jul . . . → Read More

how to make in-game monitors 2019

TEXTURE

1. make a monitor_screen.jpg texture (which is the size of the screen in the brush) MUST BE POWERS OF 16!

2. Put a white pixel in the top left (0,0), and bottom right (1,1) of the image

MAP MAKING

3. make the ‘tv’ brush, and give it the `monitor_screen.jpg texture.

4. make the . . . → Read More

how to watervis maps

OBJECTIVE:

To A: be able to see (above water) entities when you’re underwater, and B: be able to see underwater entities when you’re above water.

 

Make maps/newfolder copy foo.bsp there download bsp2prt.zip and vis.zip from:

https://www.quake-info-pool.net/vispatch/create.htm

 

and put them in your /maps folder

 

4. at cmd: “bsp2prt foo.bsp”

then

5. “vis.exe -show -level 4 foo.prt”

(You . . . → Read More

pointerstat explanation (and case study)

STATS are variables sent to CSQC by the server. As a player, they usually contain information about you, your health, ammo, armour, etc, so they can be displayed in your HUD. What if you want your CSQC to get information about *other* players, so you can (eg) display *their* health, or some other .variable . . . → Read More

AGR with q3bsp

OneManClan> but i woke up w an insane idea.. 01[14:54] <OneManClan> … to get over the other major thing holding AGR develpment back 01[14:54] <OneManClan> (aside from my own difficulties grasping simple concepts!!) 01[14:55] <OneManClan> anyway, i have a question which I us making me nervous just askign it because if the answe . . . → Read More

AGR BUG LIST

mellee doesnt help w disarm [FIXED] sgs didnt fire on flag carrier (invis?) lost contact w sold2 [FIXED] sold doesnt resume walking beat after enemy contact Sold does weird flyign through air thing town4 respawns arent random dropped flag freezes midair for a second before drop SG firing animation when not firing spy hack . . . → Read More

Absolute beginners guide to Q1 models

Awesome site 1: Tome of Preach

Awesome site 2: Phillip Nahratow

https://bitbucket.org/khreathor/mdl-for-blender/commits/all

 

Quake in a browser

get the 4 files + pak upload them to your web server

for better peformance use gzip and Etags

Issues:

alt tab fucks up your mouse

only works w firebox

 

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<Spoike> firstly you need some html that creates a canvas. <OneManClan> yea, like that horrot game w the screaming woman <Spoike> . . . → Read More

Manifests and Running FTE in a browser

Rename the FTE.exe “YourModname.exe” Make a favicon/*ico image file (the icon the exe uses) for your mod, and use something like resource hacker to edit FTEs default one. Make a default.fmf (test) file as follows:

FTEManifestVer 1 // leave this as is UPDATEURL http://attackersgored.com/default.fmf // where to get updated fmf file GAME Quake // . . . → Read More

Absolute beginners guide to map compiling

1. qbsp 2. vis 3. light

https://ericwa.github.io/ericw-tools/#sunlight

Running and compiling an FTE server

TEST SERVER

svn up // update

svn diff // show the differences

svn log -l30 // shows the 30 most recent commits

svn update -r 5300 // reverts to revision 5300

m-dbg DEBUG

m-rel release

$ make makelibs -j4 FTE_TARGET=win64 && make m-dbg -j4 FTE_TARGET=win64

more info here.

LINUX SERVER

#!/bin/sh

while true; do

# . . . → Read More

Absolute beginners guide to sending clients pk3s

The full title of this tutorial should be “Absolute beginners guide to getting FTE clients to automatically download the files they need, while allowing older (non-CSQC compatible) clients to connect without crashing”. Or “How to make a modern Quake engine (CSQC, shaders, particles, iqms etc ) compatible with older clients, so that they can . . . → Read More

Absolute beginners guide to dimension_*

foo |= D_SOMETHING; // setting foo -= foo & D_SOMETHING; // removing if(foo & D_SOMETHING) // checking

x = denotes ‘it doesnt matter’ 0000 0000 1111 1111 // default / initial settings

// deafness // writebyte effects are sent with global: dimension_send 0000 0000 0000 0001 //or if its an entity making the sound: . . . → Read More

Absolute beginners guide to pk3s (draft)

By using precache_ functions, and making sure the files are on your server, clients will automatically download the files below.

Files which Quake (FTE) automatically sends to clients. 1. models (*.mdl) / precache_model() 2. iqms (*iqm) / precache_model() 3. the iqm’s image files (*tga, *.png, *.jpg) / precache_pic() 4. particle scripts (*.cfg)  /particleeffectnum() 5. . . . → Read More

Absolute beginners TF map making by Grimm

copied from hereTF Map Making Tutorial[ Back – Home – D/L Tutor ]The Team Fortress Map Making Tutor. v1.1by: grimm [502]

INDEX

0.0 New Since v1.0

1. Basic intro

1.1 Introduction 1.2 File Listing 1.3 What is TF? 1.4 How do I make a TF map?

2. Entity specifics

2.1 Tool & trick of . . . → Read More

Absolute beginners guide to sprites

WHY use sprites?

To maintain compativility with ezquake, otherwise use tga

WHAT DO I NEED?

GIMP Fimg

How do I make a sprite?

Gimp: make new image Windows->dockable dialogs->Pallettes right click anywhere on the list of existing palletes, and select import pallette Select source – pallette file, load your quake pallete If you dont . . . → Read More

Absolute beginners guide to textures

HOW DO I MAKE A TEXTURE (to put in a wad)? 1. make a new image in GIMP, dimensions = powers of 2 (eg 64×64, 128×128, 256×512)

2. select Image->mode->indexed and select the Quake pallette. This limits your colours but they will match in-game ‘by default’.

3. If you want transparencies: Layers (ctl+L)-> right . . . → Read More