 Try It
#26827 posted by ijed on 2016/01/06 14:56:39
But really it depends on how complex your mod is and if anything conflicts. It shouldn't - as I remember the hipnotic files are reasonably self contained.
You'll also need to add the filenames.qc to the progs.src file - which is just a list of which files will be compiled.
There are a few dependencies here and there though, so when it fails to compile it'll tell you which ones; you then you'll need to merge the missing odds and sods into your mod.
Which basically means copy paste the code into your files by hand.
If it asks for a global or spawnflag that was not defined it'll be in defs.qc - which is just list of globals declared to be used by the other files.
Do that, then recompile. Then fix the bugs the compiler shats out, again. I recommend recompiling each time you fix a bug, since the compiler will usually throw out between 1-500 errors per bug, so it can help you to have a realistic idea of how much impact you're having as you resolve issues.
Rinse and repeat until your project compiles properly. Then you can start fixing the actual bugs in how things work.
Congratulations, you're now a coder!
-----
At least, that's how I learned. It's funny how people seem to think there's some mystical ability that allows people to be coders, rather than just trial and error.
#26828 posted by aDaya on 2016/01/06 15:11:59
The only thing I coded for my mod are weapons and monsters, so I guess I won't have too much problem then.
 And Said Monsters Also Have Their Own Files For Clarity Sake.
#26829 posted by aDaya on 2016/01/06 15:12:34
 By The Way,
#26830 posted by aDaya on 2016/01/06 16:46:39
Does anybody knows where I can find the fgd file for Scourge of Armagon? Google ran me into dead planetquake links.
I'm asking this so that the files I trake from Scourge don't get complicated to implement, stuff like rotating brushes and spawners.
 And The Dissolution Of Eternity One,
#26831 posted by aDaya on 2016/01/06 16:48:44
So I could use its lightning trap shooter
 Spirit
#26832 posted by adib on 2016/01/06 19:30:33
must know. Quaddicted should have it frozen in carbonite.
#26833 posted by Lunaran on 2016/01/06 21:13:40
Lunaran - That's a terrible idea.
nice
 Quaddicted Doesn't Have The Mission Pack Fgds
#26834 posted by aDaya on 2016/01/06 21:53:47
Looked into "Tools" and I don't think there's any other sections on the website.
 Quaddicted Has
#26835 posted by Cocerello on 2016/01/06 22:08:06
 Oh Right, Thanks
#26836 posted by aDaya on 2016/01/06 22:38:01
 FTEQCC Is A Very Wierd Program
#26837 posted by aDaya on 2016/01/06 23:51:42
so I renamed my working mod folder to the actual name I'll use (Razenkrauft), after some QC stuff I wanna boot it but it doesn't want to, which at the same time freezes Explorer, meaning FTEQCC is pratically unusable now.
This stuff happened to me before, when I tried to download what seems to be an up-to-date version and the same thing happened. The FTEQCC I took was once in an experimental mod I used to teach myself some QC, and somehow transferring the software to my actual mod worked.
Can somebody help me with that one? I only use FTEQCC because it provides a direct interface instead of the lightning fast DOS prompt which closes immediately when it's done.
 Razenkrauft
#26838 posted by SleepwalkR on 2016/01/06 23:53:36
Is that supposed to sound german?
 Eyup
#26839 posted by aDaya on 2016/01/07 00:10:06
The basic plot is that some special ruins have been discovered on some distant northern island, so a colony (Razenkrauft) is established here. Yadda yadda monsters come out yadda yadda you're sent here to "investigate" and clean all this mess.
 Daya
#26840 posted by adib on 2016/01/07 00:23:45
Call the DOS version on a batch that ends with "pause" command.
 "Is That Supposed To Sound German?"
It's only 2016 but this may be the burn of the year.
 The Burn Of The Year
#26842 posted by ijed on 2016/01/07 00:46:33
So Far
 The DOS Prompt Doesn't Execute
#26843 posted by aDaya on 2016/01/07 00:51:45
What the Hell, what's the best alternative for FTEQCC?
I can't rely on a thing that breaks itself when you change directory!
 It's
#26844 posted by ijed on 2016/01/07 00:54:58
Always worked for me. And the .log it spits out gives all the info needed.
There are too many dependencies to know what's wrong on your end.
Keep trying stuff.
 Ooooooh That's Just GREAT
#26845 posted by aDaya on 2016/01/07 01:24:16
So I tried another compiler, one that's called GMQCC. It doesn't have an interface but whatever, I just want something that works. So I run the thing and it lightning closes as usual. I try to run with with "-pause" but nothing happens, and there isn't even an error log spewing out every time so I don't know if compilation worked or not.
That's just great. Now my mod's definitely on hold because fteQCC is being dependant on something I don't even know, and Task Master doesn't know fuckshit.
You know, we might have software that makes a good job at doing models, making them quake compatible, doing textures, making maps, but we sure as hell don't know how to make a compiler that both works and has an interface!
"Task Master doesn't know fuckshit."
^ Moved to func beef thread.
 Daya
#26847 posted by ericw on 2016/01/07 02:01:32
Run command line tools from cmd.exe. that way you can leave the command prompt open while you work, and see the output messages.
Use win32-fteqcc.exe from http://triptohell.info/moodles/fteqcc/ .
#26848 posted by JneeraZ on 2016/01/07 02:20:55
"Task Master doesn't know fuckshit."
Hey, hey, hey!
Run it from a dos prompt like Eric said ... don't get all up in my grill.
 Daya
#26849 posted by Lunaran on 2016/01/07 03:43:42
chill
I don't think you want to come across the way you're coming across.
#26850 posted by Rick on 2016/01/07 05:46:01
Open the command window first, then type the command in that window and it won't auto close after. Use shift+right click in the folder where it's at and use the "open command window here" option.
 Sorry For My Outburst
#26851 posted by aDaya on 2016/01/07 10:36:35
But even with ericw's method of doing things on DOS prompt the thing just doesn't want to work. I put the thing in, press enter, it makes me go to the next line, and then I can't type anything. It's not like it's frozen either.
This means fteQCC, because of computer magic, doesn't work for me anymore. Now I'm trying to go back to that GMQCC compiler (http://graphitemaster.github.io/gmqcc/). I was able to run it, but I don't know if it was able to compile it, as I just got a lot of warning lines (I know that doesn't mean the thing didn't compile) but no actual confirmation that it was successful in doing so. By opening Trenchbroom and saying the Hipnotic entities in there I assume it worked, but I'm still not sure.
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