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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Absolutely 
All of quake gameplay is made with QC 
 
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... 
 
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 
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. 
 
I would still need source code since I'm on OSX here. 
 
Oh crap, never mind! FrikQCC comes with source. Woot! 
Note: 
Custents already has this feature for func_trains, i believe. 
Yeah, I've Used Frikqcc On Os X Just Fine 
For reasons I now forget. 
 
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 Does the error mean that I need 1.09 QuakeC source or does it mean that my QCC compiler is out of date?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 
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? 
 
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. 
 
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 
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. 
 
Oh hell, I missed that totally! I'll give that a shot tonight, thanks. 
 
use Quark :p

.fgd and .def are easaly converted to .qrk

thks headthrump!

work real nice! 
 
Does Quark work on OSX? I didn't think it did... 
 
Hey Preach, thanks a ton! That FrikQCC works like a champ. I'm off to play... 
Quoth 
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 ;) ;) ;) :) 
 
thks headthrump!

o mundo sorrindo

(all the Portuguese I know, and I learned it from a ringtone) 
 
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 
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... 
 
I saw that tutorial over on inside3d. All you have to do is type into a text editor. Get on it. :) 
Yeah... 
...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 
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 
 
Sure, I'll do it tonight. 
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