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Coding Help
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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crosshairVal = getCvar(crosshair)

If the crosshair was hidden the last time I quickloaded/died/quit, that cvar was set to 0 at the time and got saved that way. getCvar returns 0 because it no longer represents my actual crosshair preference. 
 
ok, then just do some clean up and reset the var to -1 and then check in the display method. 
 
@Lunaran 
You seem pretty non-thrilled about the crosshair thing.

And it looks like you making and wasting time worrying about this.

I'll produce a FitzQuake 0.85 and a Mark V with an option "gl_crosshair_hide_on_centerprint" (or whatever) that will always hide the crosshair with centerprint on the screen and a simple tutorial to implement.

Far better for you to be making a map than messing with awkward QuakeC solutions.

It would suck to see a quality single player release poisoned with awkward QuakeC and screwing with your cvars. 
Baker 
Can you at least fix non power of two rendering? 
CSQC. 
Better solution than an engine hack. 
CSQC... 
But csqc is much more involved, small tweaks are a gateway drug!
the crosshair/centerprint thing is a general engine issue, so should probably be implemented anyway.
Besides, I doubt baker has the time to add csqc support to two engines...

@baker, markv with bsp2? I'm just curious mostly. 
Hmm 
I do have a "fitzquake_mark_v_bsp2.exe" in my Quake folder... 
Ah 
I see where it came from, now. 
 
Yeah, me. Hence why my curiosity. :P 
Ahh! 
 
@Can You At Least Fix Non Power Of Two Rendering? 
Uh? What is an example? Do you mean textures that don't comply to the Quake standards listed in http://www.celephais.net/stuff/texturefaq.htm ? Or are you talking external textures or what?

Or do you mean something else?

[I have been thinking about a revision of Mark V to tidy up some of the things pointed out in the thread.] 
 
Quick comment on this:

> Apparently the cvars saved1-saved4 were added in SoA and never used, for anything, by anyone.

FYI frikbots use saved1. 
 
I can't give an example now because im in work. But some textures go blurry if they are a weird size. Best exanple I know right now is the large metal panel texturre on ziggurat vertigo 
@Spike 
@baker, markv with bsp2?

Not sure if I understand the question. But yeah if I do any kind of clean-up release of Mark V I will incorporate the bsp2 code you donated to the project.

[I'm kinda of preoccupied with trying to port Mark V to Android combing using FTEDroid and Q14A for ideas/pointers. Looking at FTEDroid source has been immensely helpful and is a bit shocking the extent of your implementation.] 
NPOT 
just use https://www.opengl.org/registry/specs/ARB/texture_non_power_of_two.txt
or in other words, if that's supported, ignore the fact that its an npot texture and upload it regardless.
This avoids various columns/rows getting ignored/duped to resize it. Resizing is evil, mmkay?
iirc, vanilla glquake's code was fine with the npot check disabled - so long as the drivers support it. 
@baker 
Sorry it took so long for me to post examples.

Here's what the blurriness looks like in fitzquake -

https://www.dropbox.com/s/s2w8it70khmvrrx/1.jpg
https://www.dropbox.com/s/syr2vgpsj6bl0r6/2.jpg

And here's the same textures in directq -

https://www.dropbox.com/s/j6pgvqxos4s45mv/1a.jpg
https://www.dropbox.com/s/507l4a3f93tslzg/2a.jpg 
 
FYI frikbots use saved1.

Good to know, although I don't know why/how someone would play a custom q1sp with frikbots.

And it looks like you making and wasting time worrying about this.

I'll produce a FitzQuake 0.85 and a Mark V with an option "gl_crosshair_hide_on_centerprint" (or whatever) that will always hide the crosshair with centerprint on the screen and a simple tutorial to implement.


That's very nice, but probably not necessary, and also not a help to people who prefer other engines. It probably looks like I'm spending far more time on this than I really am. And, if you're getting back to FQmk5 development, fix the bugs in the FQmk5 thread first :D 
 
Has anyone recently performed the super awesome service of compiling a set of "starting" QC files to begin building on top of?

Also, a link to a proper compiler for modern Quake?

The reason I ask is that I found some "clean 106 QC" code and I'm using FrikQCC to compile it but even a clean, base compile gives me some weird crap trying to run the mod like, "can't find level maps/info_player_start.bsp" which basically sounds like something is out of alignment.

Is there a place to go to get a good working base of QC and a proper compiler these days? 
 
I should mention that deleting the progs.dat file in the mod folder makes everything happy so it's definitely the QC. 
 
NM, I think I have it ... Thanks QuakeWiki!

http://quakewiki.org/wiki/Getting_Started_Modding 
 
Although the link to the FrikQCC compiler is dead (inside3d). 
Try 
FTEQCC http://www.fteqw.com/

Been using it for years, very reliable. 
FTEQCC 
There's a more recent version of FTEQCC at http://triptohell.info/moodles/fteqcc/ which has come up twice in the past month. It fixes at least one compilation bug I've encountered, so it's worth having for stability. 
FTE And Arrays 

void debugArrayPrint(float f)
{
bprint(ftos(f));
bprint("\n");
}


with this code:



bprint("debug test:\n");

float i = 0;

float array[5];
array[0] = -1;
array[1] = -2;
array[2] = -3;
array[3] = -4;
array[4] = -5;

float a[1];
a[0] = 1;
float b[2];
b[0] = 2;
b[1] = 3;

array = a;
for (i = 0; i < 1; i++)
debugArrayPrint(array[i]);

array = b;
for (i = 0; i < 2; i++)
debugArrayPrint(array[i]);


gives this output:

debug test:
1
2
-2


I would have expected:

debug test:
1
2
3


It seems like arrays are not handled the way they are in C and only copy the first element. Is it at all possible to pass them like pointers so that functions can freely take array pointers as arguments and return array pointers?

Like for example, if I wanted to create a vector system where we always push elements via a method (let's called it push_back), which would automatically copy the array to a larger one when space ran out. 
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