Absolutely
#6869 posted by czg on 2008/01/21 17:38:15
All of quake gameplay is made with QC
#6870 posted by JneeraZ on 2008/01/21 18:02:41
Nice. I'm going to have a play then. Suppose I'll have to round up the source for QCC and get that compiled for OSX first...
#6871 posted by JneeraZ on 2008/01/21 19:36:40
Not really mapping help but ... does anyone know where I might get a copy of the QCC source code? I've found many, many dead links on the web but not turning up much in the way of a real, actual download.
Or, you know, a binary that runs on OSX would be fine as well!
QCC
#6872 posted by Spirit on 2008/01/21 19:49:29
I think it would better to base any work on a more modern compiler like FrikQCC or FTEQCC. It's not like I know anything about it but there often is some talk at inside3d about those.
#6873 posted by JneeraZ on 2008/01/21 19:56:37
I would still need source code since I'm on OSX here.
#6874 posted by JneeraZ on 2008/01/21 19:57:23
Oh crap, never mind! FrikQCC comes with source. Woot!
Note:
#6875 posted by metlslime on 2008/01/21 20:56:57
Custents already has this feature for func_trains, i believe.
Yeah, I've Used Frikqcc On Os X Just Fine
#6876 posted by mwh on 2008/01/22 10:50:59
For reasons I now forget.
#6877 posted by JneeraZ on 2008/01/22 12:44:43
Alrighty ...
I found a version of QCC that would run on OSX and I found a copy of the 1.06 QuakeC source. I compiled the QuakeC and that all went well - no errors, and it generated a progs.dat for me.
However, when I load the game with my custom game (-game warren) I can't load any maps because it crashes out with:
"PR_LoadProgs: pr_fielddefs[i].type & DEF_SAVEGLOBAL"
Which, while obviously self explanatory (heh), has me confused.
My Quake version is 1.09 and the QuakeC source was 1.06 - would that be the problem? Does the error mean that I need 1.09 QuakeC source or does it mean that my QCC compiler is out of date?
I'm lost in a dark cave here and would appreciate someone throwing in a flare.
Hmm
#6878 posted by Preach on 2008/01/22 19:44:25
I don't know what the error means, I'm afraid, but 1.06 is the most up to date version of the qc, the other updates only modified the engine. Did you actually make any changes to the source before you compiled it, or just built it straight up?
#6879 posted by JneeraZ on 2008/01/22 19:59:25
I compiled it straight up although admittedly I probably didn't do something I was supposed to.
Looking at the Quake source, that particular error comes after it has started to load my progs.dat so it obviously found it and got past the first few checks. Then it dies.
Dunno what's up. I'll hack at it some more when I get some time. It's frustrating to get messages like that which are, essentially, meaningless.
#6880 posted by JneeraZ on 2008/01/22 20:00:55
My suspicion is that my QCC compiler is horribly out of date or something. Would that mattter? Should I spend the time to frankenstein a new version together or does the QCC compiler version itself matter that much?
Hmm
#6881 posted by Preach on 2008/01/22 21:45:43
It's possibly due to a old or dodgy compiler. This link claims to have frikqcc for mac:
http://developer.chaoticbox.com/quake.php?tab=mactools
On a pc, I'd only recommend using frikqcc or fteqcc, so I guess getting one of them for mac would be a good start.
#6882 posted by JneeraZ on 2008/01/22 22:31:52
Oh hell, I missed that totally! I'll give that a shot tonight, thanks.
#6883 posted by Trinca on 2008/01/22 23:45:31
use Quark :p
.fgd and .def are easaly converted to .qrk
thks headthrump!
work real nice!
#6884 posted by JneeraZ on 2008/01/23 00:08:23
Does Quark work on OSX? I didn't think it did...
#6885 posted by JneeraZ on 2008/01/23 00:23:05
Hey Preach, thanks a ton! That FrikQCC works like a champ. I'm off to play...
Quoth
#6886 posted by than on 2008/01/23 00:55:22
doesn't Quoth also support trains that can be stopped and retriggered? I know at least that there are some enhancements to the standard entity. If you can't stop/restart trains, it would be a nice addition if it's not too late, Preach ;) ;) ;) :)
#6887 posted by HeadThump on 2008/01/23 05:18:46
thks headthrump!
o mundo sorrindo
(all the Portuguese I know, and I learned it from a ringtone)
#6888 posted by JneeraZ on 2008/01/23 14:22:41
Hey, yeah, this is neat! I never played with QuakeC back in the day - this opens up a new world of level editing! Heh.
I made my mover class that I wanted and it was pretty painless! This is going to be fun.
Willem
#6889 posted by RickyT33 on 2008/01/23 15:14:36
You should do me a progs.dat with blood splats (zombie gibs which follow the tradjectory of bullet impacts with all enemies, stick to walls and slowly slide down).
That was my favourite once upon a time, but I cant find it anywhere and I'm allergic to programming :D
Apparently its dead simple...
#6890 posted by JneeraZ on 2008/01/23 15:23:25
I saw that tutorial over on inside3d. All you have to do is type into a text editor. Get on it. :)
Yeah...
#6891 posted by RickyT33 on 2008/01/23 15:30:28
...my ideal mod would basically be Quoth, with the above mentioned effect, and three increment painskins on most enemies except really weak ones (dog, fish, voreling)
I may have to start tinkering around with QC. No - wait - eyes growing redder, windpipe - tightening, skin - breaking out in - rash, nausia increasing... (*passes out from severe allergic reaction*) (*gone into anaphalactic shock*)
Multithread Vis And Light Source
#6892 posted by [Jimbo] on 2008/01/31 17:44:12
Willem can you please email me the source code for your multithread vis and light? I am trying to get multithreading to work for linux vis and light tools and a working version would be helpful.
drofmij -AT- gmail -DOT- com
#6893 posted by JneeraZ on 2008/01/31 18:22:26
Sure, I'll do it tonight.
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