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.
@necros
#1311 posted by ericw on 2014/02/08 20:52:44
I think i see the problem, it's cause by allocating memory with malloc, and then copying the particle in.
Here's a reduced test case that segfaults on the line particle->evaluatePhysics();:
http://pastebin.com/WB7iVHP1
I can't find a great explanation of why this is illegal. there is some stuff here: http://www.drdobbs.com/cpp/calling-constructors-with-placement-new/232901023?pgno=1
To fix it, I'd replace this:
Particle* Particle::pool = (Particle*)malloc(sizeof(Particle) * Particle::MAX_PARTICLES);
with an std::vector<Particle> Particle::pool;.
generally, you should avoid malloc in a c++ program and use new/delete, and the STL containers.
hope this helps :)
Thanks!
#1312 posted by necros on 2014/02/08 21:51:35
That seems to be exactly what the problem was! I had used a static array because I planned to never grow it in size, but didn't know that it had trouble handling polymorphic stuff. Guess I shall stay away from malloc from now on.
@necros
#1313 posted by Qmaster on 2014/02/08 22:17:50
That makes so much sense now! Thank you! So this means that a standard quake integer (read that the float is floored) would initiate to 0000000000000000000000000000000 (32 0's) since it's 32bit, right? So I could have a total of 32 weapons then right?
Qmaster
#1314 posted by Preach on 2014/02/08 22:30:41
Unfortunately not. QC doesn't let you use integers, but floats. A 32 bit float only dedicates 24 bits to "places" in the number, the rest tell you the sign and the "scale" of the number. Basically when the number is large enough a float can't store integers accurately - the largest whole number that can be safely stored without rounding is 16777215. That's why necros gave 8388608 as the maximum size.
It is possible to use the non-place bits in a floating point value for more flags, but it's really incredibly fiddly. Better to just add another field to the entity and store the extra flags there.
re: pickup sounds. These are all specified in items.qc - the sound is based on the classname of the entity you touch.
16777216
#1315 posted by Qmaster on 2014/02/08 22:51:51
http://dev.xonotic.org/projects/3/wiki/Introduction_to_QuakeC
float
This is the basic numeric type in QuakeC. It represents the standard 32bit floating point type as known from C. It has 23 bits of mantissa, 8 bits of exponent, and one sign bit. The numeric range goes from about 1.175e-38 to about 3.403e+38, and the number of significant decimal digits is about six.
As float has 23 bits of mantissa, it can also be used to safely represent integers in the range from -16777216 to 16777216. 16777217 is the first integer float can not represent.
Oh Didnt See @Preach's Post
#1316 posted by Qmaster on 2014/02/08 22:58:20
So that explains why I've had so many issues with the weapon assigned to the last bit slot of 16777216. Good to know that 8388608 is max. Phew, adding more weapons is gonna be a bit tricky then.
#1317 posted by necros on 2014/02/08 23:54:32
the way floating point numbers are stored is actually pretty cool. it allows for a huge amount of scaling at the expense of precision.
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