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Posted by metlslime on 2007/08/08 04:57:56 |
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer. |
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Engines
#993 posted by LordHavoc on 2013/03/12 06:26:21
The other engines I listed are *not* darkplaces, they are completely unrelated popular engines written by Tomaz (TomazQuake), Spoike (FTEQW), metlslime (FitzQuake), and so on.
They support the same extension mechanism to detect capabilities, they offer different sets of capabilities but with significant overlap.
Again this is not detecting an engine, this is detecting a capability, it just happens that DP_GFX_FOG is supported only by darkplaces currently.
I checked TomazQuake 1.481, Fitzquake 0.85, and FTEQW svn 4255 (current as of this moment) and it is possible for other engines to add support for this same extension depending on the whims of their maintainers, but currently only DarkPlaces offers this extension, it was added back in 2001-04-05, been there a long long time.
#994 posted by sock on 2013/03/12 13:24:46
I know about the other engines (Fitz/FTE) my problem was with DP because of the fog parameters being different. I thought if I made my MOD work with Fitz it would work with anything, but it seems DP has gone in a different direction, hence the QC hack for engine detection.
#995 posted by necros on 2013/03/12 13:39:32
feature detection only works if the features behave identically in each engine. since they do not, there should be a way to identify engines instead.
Just A Note...
#996 posted by metlslime on 2013/03/12 20:16:35
fitzquake does not actually support the quakec extension system. I support some extensions (e.g. worldspawn fog, worldspawn sky, entity alpha), but there's no quakec mechanism to detect them.
Most of the features I added in fitzquake are mapper-centric rather than modder-centric, which is why the extension system is missing (maps can't check it anyway, they can just add keys to entities or worldspawn and hope for the best.)
#997 posted by gb on 2013/03/13 06:56:14
quite some maps do come with, or require, mods, though. The line is quite blurred tbh.
Walking On Walls
Hey guys,
Are you aware if there are any (engine or quakec) mods out there that allow the player to walk on walls / ceiling?
I'm interested as I'm thinking that MC Escher-esque architecture would be fun to map.
-Ben
#999 posted by Spirit on 2013/03/28 09:29:59
FTEQW supports that with some cvar but don't ask me which one.
There is also a map by Markus Klar I believe.
Blog Post 1000
#1000 posted by Preach on 2013/03/28 12:32:38
(It's really just coding post 1000, it just feels like it ok...)
New post on the blog, laying the groundwork for a series on displaying text in exciting ways. This one doesn't break any new ground, it just describes the way to display text by sending it character by character. There is some more exciting stuff in the pipeline though.
http://tomeofpreach.wordpress.com/2013/03/28/text-manipulation-in-quake-i-the-basics/
Comments, questions or solutions to the "homework" all welcome. Also is there an up-to-date mirror of the ai cafe site I can link to in the post?
#1001 posted by Spirit on 2013/03/28 13:35:24
Spirit:
#1002 posted by metlslime on 2013/03/28 20:33:43
you're probably thinking of that map "The Fly" by Markus Klar.
Cool Map
#1003 posted by rj on 2013/03/28 20:57:37
doesn't nearly get mentioned enough
Cheers Spirit
#1004 posted by Preach on 2013/03/29 16:22:36
Here's a second part hot on the heels of the first.
http://tomeofpreach.wordpress.com/2013/03/29/text-manipulation-in-quake-part-ii-inversion-of-control
This time we've got the exciting idea which gets around the lack of arrays in quake. We don't actually use it to do anything interesting yet...I promise that by part III the example code will produce something cool to look at.
And Part III
#1005 posted by Preach on 2013/03/31 01:12:56
Here we actually get to the good stuff - how to make text appear like a split-flap board. Just need the sound effect...
http://tomeofpreach.wordpress.com/2013/03/30/text-manipulation-in-quake-part-iii-parameters/
Hopefully the potential of the system shows at this point. I remember seeing how great the end screen for Qonquer was. My hope is by the end something like a menu drawn with a border which animates to open and close is made easy.
I just played the fly :)
it was a fun map...
I couldn't find any cvar except for wall jumping in FTEQW :(
Preach
#1007 posted by necros on 2013/04/03 03:54:53
just had the chance to read some of your text manip articles, very awesome. I've known about this method for a while since you originally brought it up but this lays it out really well. Thanks!
Cheers Necros
#1008 posted by Preach on 2013/04/04 00:44:21
I've got loads more ideas lined up (eventually the print functions should be able to draw a box round arbitrary scrollable text) but now I'm back to work posts will be more spaced out. Part IV should be out by the end of the week, it's about creating persistent state.
Credit where it's due: I first saw this idea in Pyrdon Gate by Frikac, which needed lots of menus and dynamic text, and did it like
textout('h', 'a', 'l', 'b', 'e', 'r', 'd', 0);
There was also a phase of creating text based games-within-games in quake mods, like Tetris and Snake. So using WriteByte to build centerprints is not original with me. The function-as-iterator and the dynamic print functions are new ideas though, and I'm pretty excited about them (as you might have guessed!)
Ceiling Running
#1009 posted by Spike on 2013/04/05 23:26:05
fte features:
give self.gravitydir_z=1 (-1 or 0 to revert)
gravity will now point upwards.
give self.movetype=31 (3 to revert)
gravity will change based upon the angle of the surface below you. you can run up walls by just facing upwards and walking forwards.
they're intended to be used explicitly by mods, but you can force things with the 'give' command, and its ability in fte to poke various qc fields, but note that it only really works in single player.
The current SVN build will rotate the view along with gravity but slightly older ones won't, and this will be needed if you want to run on ceilings properly.
Double Damage
#1010 posted by Preach on 2013/04/06 02:33:41
Didn't Matrix Quake have wall-walking of some description? I'm sure that was why it needed a custom engine...
While I'm posting something almost helpful I might as well link to the next Text post.
http://tomeofpreach.wordpress.com/2013/04/06/text-manipulation-in-quake-part-iv-state/
I swear the next post does all the remaining heavy lifting, and the rest will just be 100 fun things to do with text on a screen.
Have there been any attempts to make a more modular/extensible qc engine? Like extending a known mod's (compiled) progs.dat with some of your own stuff (for mappers, mostly new point entities or monsters)? Is it even feasible?
#1012 posted by necros on 2013/04/07 20:37:55
like modifying an existing mod?
or allowing modification of existing progs without source through the engine?
#1013 posted by necros on 2013/04/07 20:39:36
Actually, that wouldn't be so bad. It would be cool if a compiler was integrated into the engine so you would just distribute qc files and when the engine starts it would compile it on the fly similar to Doom3/Quake4.
Yeah, without modifying the existing progs.
#1015 posted by necros on 2013/04/09 00:54:37
same as with the mapping help thread, should a link to the wiki or the coding section of the wiki be added to the start of this thread?
Aaafter Ten Thousand Years...
#1016 posted by Preach on 2013/04/27 15:44:37
Yeah, you've had enough of a rest now, time for more blogging!
http://tomeofpreach.wordpress.com/2013/04/27/text-manipulation-in-quake-part-v-coroutines/
This is the last of the heavy-lifting, high-concept bit of messing around with text in quake articles. At the end of this one all the messy stuff to do with printing text is moved into the helper functions we've defined, and code that wants to print text looks uncluttered and simple.
Future articles will just be cool things you can do with this, like how to combine this printing with conventional strings, how to compare streamed text with a quake string, printing floats to the screen, automatically creating boxes for variable text. It's gonna be fun...
Path_corner Enemies
#1017 posted by ijed on 2013/05/09 00:11:55
How can I get my enemies to do nothing on reaching the last path_corner?
Right now they begin walking towards the player (notarget or not) after ending the path.
I know I can just clean movetogoal or force idle instead of walk, but I'm pretty sure this has been fixed in other code bases, and by map hackery.
I've tried various ways of ending the path in editor, and nothing seems to work.
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