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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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#1286 posted by necros on 2014/01/26 03:35:52
Teleporters aren't too bad. If your system allows for manual linking, you simply link nodes between both sides and sit them inside the teleport trigger.
Doing it in the engine though, that'd be pretty nice, but if you're going that far, you may as well get compiler support and make AAS files. I was really impressed with the D3 AAS generation.
Less Is More
#1287 posted by sock on 2014/01/26 13:58:06
Your method is very cool, but I find it is really fiddly with adding in the nodes because you have to tweak it for each area. The results are better but it's more work and I am super lazy: I prefer just throwing down nodes and letting the code sort itself out!
Yeah that is the downside to manual node layouts, but it is not really that much work because you can added/updated the nodes using -onlyent compiles. I also found that less nodes often produces better results than trying to saturate an area with complex setups.
Here is the numbers for my two test maps:
S1M1 - 123 Nodes, 61 Vol Nodes, 23 Volumes
S1M2 - 129 Nodes, 67 Vol Nodes, 15 Volumes
The volume nodes are linked to the nodes, they are the high pass route choices. The volumes are brushes defining zones to the map for nodes.
I am still a firm believer that manually designed routes produce more robust results and with the right debug options you can easily find problems and fix them. Which is why I spent so long creating them. You can drop down start and destination markers, work out which nodes to go to first (pretend you are the AI) and then follow the path through the node network visually.
If you want to do routing properly, you really ought to do it on another thread - that means some engine extension to do it.
That said, doing it in the engine has certain issues, including not knowing what a teleporter is.
That would indeed be awesome but based on my experience of Quake engine devs there would probably be 3 different formats not compatible with each other and LDs wondering which format to work with! ;)
The hardest part of node networks for me is lift/platforms because the AI has to wait for platforms, get on them correctly, wait on the platform and then get off. Pausing AI and switching them between stationary and mobile is awkward with the current QC structure.
Cannot Agree More...
"I am still a firm believer that manually designed routes produce more robust results"
Coming from a UT mapping background originally I can honestly say once you got a nice path network going and you followed a bot that could navigate your map properly it was a great feeling of satisfaction.
I envy what Polge did for UT, it's a shame that he didn't flesh out his Reaper Bots for quake a little more. :)
Is There
#1289 posted by ijed on 2014/01/28 22:49:20
A maximum number of entities that can be searched through with the find function?
I'm using it to search through randomiser entities and it seems to be provoking a crash now, as the map and number of entities has grown in size.
#1290 posted by necros on 2014/01/28 23:08:05
it's possibly you're hitting the 100,000(?) operations per frame limit.
In a given frame, you can do 100000 operations before the engine thinks you're stuck in an infinite loop. This includes all operations done before you hit your loop and all the operations done after your loop, so you can get through your loop fine only to crash on subsequent operations done after.
the solution to this is to defer the search after n loops to the next frame by saving the last entity and starting from there instead of world.
Sounds About Right
#1291 posted by ijed on 2014/01/29 00:01:06
Just talking with Sock about it.
I threw in some delays and it certainly seems to be the case. The size of the map is basically breaking this limit.
What I'm doing is randomising monster position, and the code I'm using is searching the entire entity list to do so.
If I chained the entities it'd work much better, but that's a massive amount of work.
Not using randomisation would have the benefit of more precise monster placement and not having to rewrite the code and map.
Just delete a load of entities from the map.
Thanks, seems like the way ahead is clear!
I could rewrite, but it'd take a lot of time. In future projects I can take this limitation into mind and use stuff which has nextthink = time + random(); or similar.
So
#1292 posted by ijed on 2014/01/29 15:11:48
I'm removing all the randomiser entities and replacing the monsters traditionally.
This'll give me a playable level.
I've got in mind a randomiser system that would be supported by the single thread engines that Quake uses.
Basically it flagging monsters as RANDOMISED (additional to the SPAWN_SILENT, SPAWNED and SPAWN_ANGRY flags).
Each monster would have keys to denote their randomiser grouping. These keys would be rname, rnext and pool.
rname and rnext would copy the door code to produce chain grouping. This would make things much lighter when using the find function. Erroneously configured chains would have a failsafe to make sure they'd always be a loop.
All monsters in the same group would randomise their positions between the others in the group, any monster ending up in another position would also inherit the target of that position (to point at the relevant path_corner or trigger_counter) if a monster didn't have a target then this would clean any target held by the arriving monster. The difficulty flags and targetnames would remain unchanged.
Monsters with pool set to 1 would never add the position etc. to the randomisation group, but could take the place of other monsters. Possibly there'd be other functionality for pool, which is why it should be a key and not a flag.
Basically this means that the monsters not set to pool 1 define the positions used for spawning and how many monsters will be spawned.
Monsters would only be randomised when spawned, so quick loading after dying would re-randomise the monster positions as they would be retriggered.
This would produce a system optimal for the engine and simple for the mapper, even though it involves a flag and three separate keys.
Probably won't do it in this project though. Maybe next time.
Pool 2
#1293 posted by ijed on 2014/01/29 15:33:17
This would make a monster not spawn. The utility would be placing three shamblers for example, but only one appears.
Uh
#1294 posted by ijed on 2014/01/29 17:12:46
I mean, pool 2 would make a monster part of the group, but not increase the amount of spawns for that group.
QuakeC IDE
#1295 posted by Kinn on 2014/02/08 00:27:06
So apparently you can use "Code::Blocks" as an IDE for QuakeC, with autocomplete and all that shizzle.
Anyone use this? I followed the instructions here: http://ouns.nexuizninjaz.com/dev:programming_introduction#working_with_the_code
But I can't get the pissing thing to work properly - my symbols tab is empty and it can't find any of my functions or do autocomplete or any of the things which would make it better than, you know, notepad.
Has anyone else got it working for QuakeC?
Hmm
#1296 posted by Preach on 2014/02/08 01:07:41
Gave it a try, but I don't know the first thing to do with codeblocks, so didn't get very far.
Did notice that the lexer_qc.xml file has a bunch of typos in the keywords though, so it's not going to be highlighting .vector, continue or default any time soon...
Yeah
#1297 posted by Kinn on 2014/02/08 01:52:56
I noticed all those typos too. Doesn't fill me with much confidence to be honest.
Dyslexer_qc.xml
#1298 posted by Kinn on 2014/02/08 01:55:59
more like lol
Some C++ Help?
#1299 posted by necros on 2014/02/08 02:58:52
Coming from Java, this C++ stuff is confusing to me...
I have this class which is meant to be an Interface:
class PhysObject
{
public:
virtual void evaluatePhysics() = 0;
protected:
Vec2 velocity; //physicalized objects have velocity
PhysObject() :
velocity(Vec2())
{}
};
Then I have this other class that implements PhysObject:
class Particle : public PhysObject
{
public:
Particle(Vec2 pos) :
position(pos),
size(Vec2(4, 4)),
releaseTime(Game::Time() + 1),
PhysObject()
{}
void evaluatePhysics()
{
this->position = this->position + (this->velocity * Game::FrameTime());
}
...
};
But when I call this->evaluatePhysics() on the Particle object, it crashes with access violation 0xCDCDCDCD which the internet tells me is caused by dereferencing a null pointer. So it looks like my evaluatePhysics() implementation in Particle never actually took, and it's still trying to call the Interface's evaluatePhysics() = 0 pointer.
Any hints?
#1300 posted by ericw on 2014/02/08 03:45:43
I think you just need to add 'virtual' before 'void evaluatePhysics()' in Particle.
Also, sounds like there's a new c++11 feature where you can stick the "override" keyword after the function args in Particle, like this:
virtual void evaluatePhysics() override
{
which will make the compiler check that this evaluatePhysics() is actually overriding something from the parent class.
#1301 posted by necros on 2014/02/08 05:23:57
no dice, neither from adding virtual or override. :(
From what I've read, once you put virtual on a method, everything from that point forward will always be virtual, ie: behave as expected of a polymorphic object and properly call child class methods if held in a base class container.
#1302 posted by ericw on 2014/02/08 06:18:30
ah, you're right - sorry for the bad advice! the setup of evaluatePhysics() looks fine to me then.
all I can think of is generic debugging advice.. like, stick a:
printf("inside Particle::evaluatePhysics()\n");
at the first line of evaluatePhysics(). double check the particle object you're calling ->evaluatePhysics() on is not NULL. is it possible Game::FrameTime() is dereferencing a null pointer?
it should be possible to get a debugger to break when a null pointer dereference happens, so you can look at the call stack and ideally see exactly where the problem is. which IDE/environment are you using?
Test Case
#1303 posted by Preach on 2014/02/08 10:04:30
Here's my very reduced test case
http://ideone.com/u1scWv
I actually put an implementation in my base class but it's easy to check that it works when it's pure virtual. Anyway, it's all got the same syntax and setup as your code above, so there's a detail wrong somewhere.
Have you tried putting a dummy evaluatePhysics function in PhysObject for debugging purposes. Just a quick one-liner that maybe logs a message. It would be a quick way to test if it is the "pure virtual" function which is causing the null pointer dereference.
#1304 posted by necros on 2014/02/08 16:28:54
Nothing changes when I implement evaluatePhysics in PhysObject, so something else must be going wrong here.
debug on particle object: http://tinypic.com/r/ibctq9/8
There's a __vfptr member at 0xCDCDCDCD?
Here's the entire Particle class:
http://pastebin.com/jmtfPHs3
static void drawParticles() is called each frame which in turn calls this->evaluatePhysics() on any living particle.
Self.items Bugs
#1305 posted by Qmaster on 2014/02/08 19:37:49
Can anyone explain to me what the limit is on numbers that I can store in self.items, and how it works? I've been having some very odd bugs with my mod. I have 16 different weapons, but for some reason I'm getting wierd errors where certain weapons are already owned, getting ammo gives the weapon, etc. etc. I'm thinking that perhaps there is a limit on how high the number can be for IT_<WEAPON NAME HERE> in the defs.qc. Is 16777216 too high a number to even fit in the float variable self.items?
I understand that certain numbers are assigned in a bitwise fashion for the correct HUD art to display, but I think I'm misunderstanding how it all works.
Append To Previous Post...
#1306 posted by necros on 2014/02/08 19:42:44
cleaned up the code I posted above:
http://pastebin.com/hAXRXryT
Qmaster
#1307 posted by necros on 2014/02/08 19:44:43
highest number you can use for any number in qc: 8388608
#1308 posted by necros on 2014/02/08 19:45:06
highest flag you can use, sorry. :(
Trial And Error With IT_ Numbers
#1309 posted by Qmaster on 2014/02/08 20:31:11
Still hammering out (inside joke/pun!) the problems with IT_ numbers (1,2,4,8,16,32,etc.,4096,8192,etc). Apparently there is some engine code to handle the numbers stored in self.items, because otherwise picking up one item with a completely different touch function from another wouldn't still play that item's pickup sound. Apparently the engine is looking for a sum??(help!?) of the items contained??
#1310 posted by necros on 2014/02/08 20:50:20
so the way items works is that each IT_ value corresponds to a bit.
in binary,
1 is 0000000000001
2 is 0000000000010
4 is 0000000000100
etc...
storing items this way is a compact way of storing a bunch of yes/no settings in one spot.
if you do items = items | 4 you are essentially setting bit #3 to on. if it was already on, nothing happens.
so if you have multiple items stored on items, if you were to print it, you might see '7'
but actually what it is is: 0000000000111
so it means bits 1, 2 and 3 are 'on', in other words if you had:
IT_GUN1 = 1
IT_GUN2 = 2
IT_GUN3 = 4
it would mean you had all 3 guns in your inventory.
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