Reset The Counter
#1502 posted by Preach on 2014/07/29 20:04:35
You get a new counter every time PR_ExecuteProgram is called, which means every time the engine calls a QC function of some kind.
They can even nest - suppose you are in a monster's think function, and use 50000 instructions before you call walkmove and collide with a player. You get a new lot of 100000 instructions to run the monster's collision function, then yet another set of 100000 to resolve the player's collision function, THEN you go back to the think function and get the remain 50000 instructions to wrap up there.
#1503 posted by necros on 2014/07/30 00:50:40
ohhhh, nice to know i was being overly conservative then. this is like finding 20$ in my couch!
Parsing Texture Names In QC
#1504 posted by Qmaster on 2014/07/30 22:19:31
Is it possible to return a string to a function that does traceline and returns the texturename of the wall that traceline hits. I understand that the entity returned would be world, but is it possible to get the texture name from the bsp surfacr? Like "brick2_4"?
Nope
#1505 posted by Lunaran on 2014/07/30 22:31:36
#1506 posted by metlslime on 2014/07/30 22:37:50
probably darkplaces has this.
Darkplace Does
#1507 posted by Preach on 2014/07/30 23:05:06
Check for extension DP_TRACE_HITCONTENTSMASK_SURFACEINFO
Then you can define:
string trace_dphittexturename;
then when you do a standard traceline, the texture name gets assigned to that variable.
One of the nice properties here is that there's no extra built-in function involved, so the code is very easy to make safe in engines which don't support the extension. In those engines, the texture name will always be "". So you can do stuff like special footsteps or impact particles on particular textures, and the other engines will gracefully degrade to the defaults for free!
Example Using DP
#1508 posted by sock on 2014/07/30 23:16:03
//----------------------------------------------------------------------
// Check for contact with sky brushes
//----------------------------------------------------------------------
float(vector targ_origin) check_pointcontent =
{
local float surfnum;
local string texturename;
surfnum = getsurfacenearpoint(world, targ_origin);
if (surfnum >= 0) {
texturename = getsurfacetexture(world, surfnum);
if (strncasecmp(texturename, "SKY", 3) == 0) return TRUE;
}
return FALSE;
};
The Same Function Without DP
#1509 posted by Preach on 2014/07/30 23:56:19
float(vector targ_origin) check_pointcontent =
{
����return (pointcontents(targ_origin) == CONTENT_SKY);
}
@Preach
#1510 posted by sock on 2014/07/31 00:05:53
The latest version of DP does sky pointcontent detection different, hence the function, but a working example of detecting surface information can be adapted for what Qmaster wanted. ;)
<--the Icon Intended For The Last Post
#1511 posted by Preach on 2014/07/31 00:29:41
nt
Cool
#1512 posted by Qmaster on 2014/07/31 01:32:59
As ever yall are awesome. Thank you!
Okay Then.
#1513 posted by Qmaster on 2014/07/31 02:34:54
That one was too easy for the masters. Here's a real stumper for you.
I want to simulate a halucinagenic side-effect for one of my power-ups in game. Here's how I want to achieve it, in psuedo code:
float TRIPPY_EFFECT_INTERVAL = 5.000 //5 seconds
// string "gfx/palette_trippy1.lmp"
// string "gfx/palette_trippy2.lmp"
// string "gfx/palette_trippy3.lmp"
void () trippydrug_think = {
if (trippydrug > FALSE)
{
setpalettefile("gfx/palette_trippy", trippydrug, ".lmp");
trippydrug++;
self.owner.trippy_power = (trippy_power * 2)
self.think = trippydrug_think;
self.nextthink = (time + TRIPPY_EFFECT_INTERVAL);
}
};
The 1st palette file will have the colors shifted over 4 colors so most things are similar to what they should be, then mixed up a little bit in the 2nd, with the 3rd palette file looking like crayola barf making it hard to see.
So... I can't find out how to change the palette on the fly within the engine code? I can override palette.lmp in the gfx folder, but... more than once, during runtime...?
#1514 posted by Spike on 2014/07/31 12:40:30
host_basepal or something stores the palette.lmp file in memory. mix that up with the "bf" command to figure out how the engine applies a new palette in a software renderer. or something.
in gl renderers things get much more messy, figure that one out on your own, if you dare.
Ooh Goody
#1515 posted by Qmaster on 2014/07/31 16:32:53
Its like a treasure hunt!
Question On QC Syntax
#1516 posted by Preach on 2014/08/02 17:49:54
I've got two questions, and I suspect that spike might be able to answer for fteqcc if nobody else can.
1) Is it possible in QC to have a function that returns a function - and if so, what is the syntax for that?
2) If 1) is possible, I would like a function that can return itself (or other functions with the same signature as itself). Is this possible, and how?
#1517 posted by Spike on 2014/08/02 18:51:08
if in doubt, typedef it.
typedef void() fnc;
fnc bar = {}; //or: void() bar={}; depends which you consider more correct/easier
fnc() foo = {return bar;};
void() test = {local var fnc t;t = foo();t();};
foo()(); isn't supported for some reason.
nor is void()(). bah.
seems the return statement doesn't do strict checks beyond basic types, must fix some day.
needing to define a local function as var is also worrying, one day I'll want to be able to define functions inside functions, I believe it should be possible to parse nested functions automatically, but I'm paranoid enough to not fix that until then.
on the plus side, void()foo()={return bar;}; also works! yay for mixing notation.
a function that returns itself ad infinitum is problematic. probably best to define the function as returning a __variant, seeing as you'll need to store it anyway before you can call it. qc can then suffer from the infinite type recursion itself. :P
I'm not sure what the advantage is though.
Cool
#1518 posted by Preach on 2014/08/04 22:25:38
Thanks for that, the plan is to do some contination-passing, state machine stuff. Thinking it might be easier to use a global rather than passing a return value, but the __variant trick would probably make it work...
Quake Web Tools Progress
#1519 posted by than on 2014/08/05 11:43:00
http://pecope.co/experiments/quake_web_tools/QuakeWebTools.html
I haven't really been working on this until the last couple of days, so it hasn't changed that much, but I added camera controls to the MDL viewer and you can now preview BSPs in 3d (though there is no lighting currently) with first person controls.
Seems to handle anything I throw at it too, which is surprising. Thought it would be easier to break :)
Anyway, I'm still planning to implement a proper UI at some point, but I have been concentrating on core file type support, which is about done now, but there is still a lot of cleanup that needs doing.
#1520 posted by Lunaran on 2014/08/05 17:00:54
in firefox the 3d panel doesn't capture keyboard input without bubbling it back to the browser, so when I try to hold w to move forward in a map the search bar appears and fills with wwwwwwwwwwwwww and then I lose the bsp forever in the darkness
I fed it a few jam2 maps and it seemed to like them, but I got to jam2_tronyn and a number of faces have flat colors or skewed stripes instead of properly projected textures.
Reposting For Coder Help
#1521 posted by necros on 2014/08/05 20:18:39
Aguirre's TXQBSP:
Error: NewWinding: 65 points?
After piles of healing point of plane warnings.
Tried using different epsilon values, but nothing gets rid of the error.
#1522 posted by mfx on 2014/08/05 21:50:52
Guessing in the dark i am.
Too many faces share the same plane?
Ok
#1523 posted by mfx on 2014/08/05 22:24:42
here what i got after talking to rebb.
There a hardcoded limit on MAX_POINTS_ON_WINDING
of 64 in TXQBSP. This "should be enough".
One can replace that with a dynamic array, resulting in performance loss.
Anyway, QBSP isn�t the deal here, vis does this check too. Again longer vistimes are the result(~ factor of 1.5 with a small testmap).
Oh God My English
#1524 posted by mfx on 2014/08/05 22:26:13
Necros, there are testbuilds available at http://www.voidspark.net/projects/bjptools_xt/
soon..
One More Thing
#1525 posted by mfx on 2014/08/05 22:31:36
rebb told me: those limits could just be raised in the codebase, but there are dangers of stackoverflows. Even today?
idk tbh
Well
#1526 posted by rebb on 2014/08/05 23:33:39
It's probably safe to bump that limit to at least Half-Life compiler level where it's 128 instead of 64, and stack limits can be increased when compiling the compiler. The whole thing is meant to be a performance-optimization that matters mainly for Vis calculation times.
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