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Running and compiling an FTE server

#!/bin/sh

while true; do

# 2.5 omc: THIS is the command line which runs the server binary generated by: # quake/fteqw-code/engine # svn up # make sv-rel # the binary ends up in: release/fteqw-sv

./fteqw-code/engine/release/fteqw-sv +set worker_count 0 +gamedir fortress -port 26666 -mem 256 -nohome -condebug +developer 0 -nodumpstack . .

echo “Server died, . . . → 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 the image Save as foo.bmp, Fimg: open foo.bmp, and save as foo.spr

Notes:

index 255 is transparent  ‘gl_blendsprites 0’ to make the sprite opaque LadyHavoc: or use .spr32 which is a . . . → Read More

Absolute beginners guide to textures

WHAT DO I NEED?

GIMP The Normal Map plugin:  https://code.google.com/archive/p/gimp-normalmap/

 

Make “foo.tga” Make “foo._norm.tga” Make “foo._glass.tga” Put foo.tga in your yourtextures.wad Import yourtextures.wad into your map editor, and use foo.tga in a map save, compile put “foo._norm.tga” in quake/yourmod/textures put “foo._gloss.tga” in quake/yourmod/textures

Notes:

use texmex, or defullbright to get rid of fullbrights Changing maps does NOT . . . → Read More

StepByStep: Normal Mapping

http://wiki.polycount.com/wiki/Normal_map

http://www.quakeworld.nu/forum/topic/3686/bsp-bump-mapping-glsl-in-ezquake

http://polycount.com/discussion/146667/a-practical-guide-on-normal-mapping-for-games

https://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP

 

Brilliant tutorial:

https://www.youtube.com/watch?v=8Jdo3ZmtPWk

 

CHAT:

Q: whats missing from theis shader code? (trying to add a normal map onto a texture): Feb 04 04:29:58 <OneManClan> http://pastebin.com/40RcjAjx Feb 04 04:30:38 <OneManClan> is it a path problem, or a shader code problem? Feb 04 04:31:51 <OneManClan> the texture is called ‘passfield_brick’ . . . → Read More

(draft)Absolute beginners guide to Skeletal Animation

[DISCLAIMER (JAN 2017): THIS IS A DRAFT. IT IS FULL OF GUESSWORK, AND UNTESTED ASSERTIONS. I ESTIMATE (AT LEAST) 50% OF THE STUFF HERE TO BE INCORRECT]

BACKGROUND READING Before we begin, it’s important to get an understanding of the basic concepts we’ll be talking about here, so I’ll assume you have read the wiki . . . → Read More

FTE Classes example

/************** EXAMPLE CODE ************* ///// THE DEFINITIONS class FooParent : entity {

// constructor void() FooParent = { dprint(“I am a FOO\n”); };

virtual void () WhereAmI = { dprint(“In FooParent\n”);

};

};

class FooChild: FooParent {

virtual void ()WhereAmI= { dprint(“In FooChild\n”);

};

};

///// SPAWNING:

FooParent e = spawn(); e.WhereAmI(); FooChild e2 . . . → Read More