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Neither were in use yet.
And I added an entity field, a ".float".
When I started up the player view was stuck at '0 0 0' and not a single model was visible. Some particle effects were present as normal.
All objects were technically there - just no models.
The player object is the red cube just left of center.
Arg. I really want to write this up in the vault.
Way too busy this time of year to start a new "thing".
tl;dr - if you define a new entity field before defs.qc compiles and thus before: "void end_sys_globals;"
you throw off the engines access to all the important qc entity fields.
I'll give this one a write-up in the vault forum in the next couple days.
I made one simple change - no operating code had been added or changed.
This change involved two macro defines - example
#define macro1 {/* code snipped */}
Neither were in use yet.
And I added an entity field, a ".float".
When I started up the player view was stuck at '0 0 0' and not a single model was visible. Some particle effects were present as normal.
All objects were technically there - just no models.
The player object is the red cube just left of center.
How did I cause this?
This had me stumped for a couple hours.
Arg. I really want to write this up in the vault.
Way too busy this time of year to start a new "thing".
tl;dr - if you define a new entity field before defs.qc compiles and thus before: "void end_sys_globals;"
you throw off the engines access to all the important qc entity fields.
Thus no models, things go wierd, etc.