#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.
Thanks
thanks for helping but I don't understand jokes in english, I'm chilean
and fine...
Hey Guys
Is there an exhaustive list of functions that are available via quakec for vanilla quake?
#2213 posted by Baker on 2016/09/27 22:34:37
1) Maybe see post 2197
2) Maybe read defs.qc in the progs source
3) Maybe see bottom of pr_cmds.c in the engine
#2214 posted by Spike on 2016/09/27 22:36:08
try vanilla's defs.qc...
and bear in mind that a few of the args are wrong (eg: droptofloor does NOT take any args, and certainly not those of walkmove. yay copypasta bugs.).
Entity Naming Conventions
#2216 posted by Qmaster on 2016/10/06 07:02:33
Func, trigger, monster,info, you know the basics. My mod is getting...out of hand as far as multiple naming conventions go. I'm considering unifying the names of borrowed entities under Source engine's naming convention but still allowing the old entity names to keep from having to redo all my maps in progress...should I bother to nitpick this?
I'm thinking of using prop_ instead of misc_ or mapobject_; env_ instead of fx_ or misc_; logic_ instead of info_ or trigger_ (point entities where applicable of course); as examples.
Sort of thinking out loud here. I'm even tempted to go so far as to use npc...no no I'll leave them as monster_.
Diff Program
#2217 posted by Qmaster on 2016/10/06 07:05:25
Anyone have a good simple diff utility for telling if files are the same or not when merging folders and keeping the different ones but renamed?
#2218 posted by Baker on 2016/10/06 08:32:25
WinMerge does a great job. ExamDiff is supposedly the King. WinMerge is free and awesome. ExamDiff might be available as a free trial if they still do that.
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