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Editing FTEQW Modding
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== FTEQCC == | == FTEQCC == | ||
− | FTEQW comes with it's own advanced QuakeC compiler called [[FTEQCC]]. Under Windows it even has a graphical frontend called FTEQCCGui. It is also integrated into | + | FTEQW comes with it's own advanced QuakeC compiler called [[FTEQCC]]. Under Windows it even has a graphical frontend called FTEQCCGui. It is also integrated into FTEQWby default. |
[http://triptohell.info/moodles/fteqcc/fteextensions.qc fteextensions.qc] includes various keywords that only FTEQCC understands, and only FTEQCC supports FTE's extended instruction set, so if you want ints/pointers/massive mods/etc, you need FTEQCC+FTEQW. | [http://triptohell.info/moodles/fteqcc/fteextensions.qc fteextensions.qc] includes various keywords that only FTEQCC understands, and only FTEQCC supports FTE's extended instruction set, so if you want ints/pointers/massive mods/etc, you need FTEQCC+FTEQW. | ||
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Dedicated servers do not support a built in editor. If you set developer and hit a breakpoint, a dedicated server will simply print out the source code of each line which is executed, in a cheesy trace fashion. | Dedicated servers do not support a built in editor. If you set developer and hit a breakpoint, a dedicated server will simply print out the source code of each line which is executed, in a cheesy trace fashion. | ||
To recap: developer 1+.lno file = step-by-step debugging/code tracing. | To recap: developer 1+.lno file = step-by-step debugging/code tracing. | ||
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== Coredumps == | == Coredumps == | ||
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=== Light styles in FBSP === | === Light styles in FBSP === | ||
− | Light-styles are a set of different styles on how light entities can behave, allowing them to pulse, flick, etc. Setting up a light with a light-style is as simple as creating a new field inside any light entity called "style", and feed with a number between 1 and | + | Light-styles are a set of different styles on how light entities can behave, allowing them to pulse, flick, etc. Setting up a light with a light-style is as simple as creating a new field inside any light entity called "style", and feed with a number between 1 and 11 (0 is standard lighting). |
− | + | These are the actual effect names for them: | |
− | + | ||
− | + | # FLICKER (first variety) | |
− | + | # SLOW STRONG PULSE | |
− | + | # CANDLE (first variety) | |
− | ( | + | # FAST STROBE |
+ | # GENTLE PULSE 1 | ||
+ | # FLICKER (second variety) | ||
+ | # CANDLE (second variety) | ||
+ | # CANDLE (third variety) | ||
+ | # SLOW STROBE (fourth variety) | ||
+ | # FLUORESCENT FLICKER | ||
+ | # SLOW PULSE NOT FADE TO BLACK | ||
+ | |||
+ | Note: This comes from the qfusion documentation, not quite sure if implemented the exact same way in FTEQW. | ||
== Server side anti-lag == | == Server side anti-lag == | ||
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FTE has builtin A* support through .way files. | FTE has builtin A* support through .way files. | ||
− | + | They have to be placed in the same folder as the map in order for the engine to see them. | |
The first line of the file has to be the number of nodes within the file. | The first line of the file has to be the number of nodes within the file. | ||
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followed in reverse order (ie: the first node that must be reached is at index numnodes-1). | followed in reverse order (ie: the first node that must be reached is at index numnodes-1). | ||
If no route is available then the callback will be called with no nodes. */ | If no route is available then the callback will be called with no nodes. */ | ||
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