Ooh...
#2186 posted by Izhido on 2016/07/18 21:13:39
Embedded mipmaps!
I see what you mean now. In fact, vanilla GL code actually does discard the incoming mipmaps. This happens in GL_Upload8(), which calls GL_Upload32() after copying the texture into a static defined trans[] array (ewww) containing only the bytes of mipmap 0.
Seems like they were in a hurry to deliver the game. What d'ya know? :)
#2187 posted by Baker on 2016/07/18 21:40:53
Seems like they were in a hurry to deliver the game
They already delivered the game. Quake was a DOS application (quake.exe).
GLQuake was an after the fact unsupported release several months later. WinQuake, the Windows version of DOS Quake, was also an after the fact unsupported release.
Quake release date: July 22 1996
GLQuake: January 22, 1997
WinQuake: March 11, 1997
Carmack Wrote GLQuake In A Weekend
(And it shows)
Heh, I Wish I Could
#2189 posted by Izhido on 2016/07/18 22:07:25
do that in a weekend. I spent 1+ month doing my GL ES port :)
Fitzquake Problem
#2190 posted by komagama on 2016/08/19 13:00:18
Hoping it fits in this topic.. I have to say that all Fitzquakes do not work with Minigl 3dfx drivers .
I need that because I play Quake on a rather old pc and need those extra-frames !
3dfx
#2191 posted by Spike on 2016/08/19 14:56:29
try the mini-driver from quake3, it should be more complete (in that it includes support for vertex arrays).
@komagame
#2192 posted by Baker on 2016/08/20 19:30:08
If this is that Windows 98 machine, if you upgrade it to Windows XP, your choices grow pretty substantially.
I have to assume you must have enough RAM.
String Command
#2193 posted by anonymous user on 2016/09/02 17:35:14
Is there a command that will take the 1st (x) number of chars in a string and let you compare them? for example , to know if we are doing episode 1, take the 1st (2) from the mapname string (e1) ? Possible ? I am using Darkplaces and there are some new string built-in extensions but they dont sem to be able to do this afaik.
#2194 posted by Spike on 2016/09/02 20:18:16
if (substring(mapname, 0, 3) == "e1m")
then its probably episode 1.
float mapnum = str2chr(mapname, 3)-'0';
if (mapnum >= 1 && mapnum <= 8)
then you know which map number it is.
Uh Oh
#2195 posted by Qmaster on 2016/09/02 21:49:08
Is there a limit to how many functions FTEQCC will compile?
I'm trying to compile AD but it gives me this error unless I comment out a couple files from progs.src:
********** ERROR **********
Too many types
Error in <filename near end of list>.qc on line <line number depending on which other file(s) I've commented out>
Update
#2196 posted by Spike on 2016/09/02 23:08:47
that got fixed a while ago. hence why the code was released without those files commented out. :)
@newhouse
#2197 posted by Baker on 2016/09/09 08:49:13
If you can actually code, you are probably mostly better off learning how QuakeC works
HOW TO USE QUAKEC
0. QuakeC tutorials ---- MAJORLY useful
1. QuakeC source code
2. FTEQCC compiler - Compiles the QuakeC source
Extract the fteqcc executable to the folder with the QuakeC source code and double click it and it will compile up a progs.dat. That is what runs and is hiding inside quake/id1/pak0.pak. You need Pakscape to open pak files.
3. Pakscape Pak Editor Open/edit pakfiles.
4. QuakeC help forum (deadish) with useful reference threads
5. QuakeC specs
6. Links and References (very useful)
The QuakeC source code for progs 1.06 is standard Quake, it isn't Arcane Dimensions, but Arcane Dimensions, for example, is open source and if you were interested would be able to compile Arcane Dimensions following similar steps.
@baker
#2198 posted by Newhouse on 2016/09/09 16:52:11
Thanks, though I'm still studying, yet wanting to map more.. let's see how much time there will be left for learning this QuakeC during this year.
I will save your post for later use*
@baker
#2199 posted by Newhouse on 2016/09/09 17:00:23
Was my post flagged as spam, or did I even post here anything? What was I even asking.. but anyway, yes I have experience from programming C#/C++, but I was mostly working on user interfaces.
Zero-Length Strings
#2200 posted by Preach on 2016/09/11 01:00:42
Finally got around to writing up the killtarget bug which was plaguing Newhouse during Map Jam 7.
https://tomeofpreach.wordpress.com/2016/09/10/zero-length-strings/
It's actually something that could affect other QuakeC code as well, so worth a look if you're working on a mod at all.
#2201 posted by Spike on 2016/09/11 02:00:02
fteqcc -Wall
will give a warning for that (and a few other things that will just annoy people)
fteqcc -Fifstring
will just automatically treat if(str) as if(str!=""). which is fine until you need to actually distinguish (like eof vs a blank line). if((int)str) can be used in that case.
Use Case
#2202 posted by Preach on 2016/09/11 09:26:41
Scary part is while I was writing the article I thought of an actual use case outside of extensions like eof vs blank line! For func_breakable there are are templates which if chosen will fill in default values in fields which haven't been set. In these cases, you can explicitly override a template which sets a field by setting a "" value.
Even if -wall is a bit too noisy to use permanently, it'll be a handy tool to use once and pinpoint all the instances that currently exist in the code to fix.
Is My Compiler Or The Files?
I am opening fteqccgui.exe in mac with wine, but I don't know if my problem is this compiler or are the qc files I downloaded, I can't compile fine; because all qc files have string errors and using /**/ I cannot solve my problem.
H3LP
#2204 posted by Baker on 2016/09/22 00:29:18
Are you able to compile standard Quake progs.dat 1.06 ok? http://www.quake-1.com/files/sourcecodes/kits/progs106.zip
But...
standard progs, but with some of SOA & DOE content, 1 monster of SOE also
#2206 posted by Baker on 2016/09/22 01:05:57
Does standard Quake progs 1.06 compile?
YES | NO
You are trying to figure out if problem is your code or compiler right? That is how to find out.
Quake Progs 1.06
thanks, this works fine, so the problem was my old code...
#2208 posted by Baker on 2016/09/22 01:49:27
See, haha.
Step 2
to put new monsters from doe & soa to my progs.scr, what more goes with the respective qc of monsters?
#2210 posted by Baker on 2016/09/22 03:46:52
This page loads slow as hell --- but it will eventually load ---
https://web.archive.org/web/20120213005405/http://www.inside3d.com/tutorials.php
It has monster tutorials at the bottom.
This page has monster mods
http://www.gamers.org/pub/idgames2/quakec/monsters/
You might look at spider21
http://www.gamers.org/pub/idgames2/quakec/monsters/spider21.zip
But ironically, I don't actually know QuakeC but rather just know where those resources are -- so I'll step out. ;-)
/Baker distracts Boa with "Hey look, a nickel!" and sneaks out the back door.
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