#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 Does the error mean that I need 1.09 QuakeC source or does it mean that my QCC compiler is out of date?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My suspicion is that my QCC compiler is horribly out of date or something.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.
Seriously - Is There A Multithread Vis??!?!
#6894 posted by RickyT33 on 2008/02/01 13:47:07
That would be cool. I want it. Where do I find Win32 exe?
(Is it as stable as AguirRe's?)
#6895 posted by JneeraZ on 2008/02/01 14:28:02
Yep, the latest version of ToeTag includes a multithreaded version of VIS but it's only going to work on Mac OSX. The code was pretty easy to hook up in all honesty - it was mostly a matter of incorrect function names and a few small changes here and there. If anyone wants my source code for that you can grab it here:
http://www.wantonhubris.com/SrcForJim/
That's the source code for the original id tools that I based mine on, and the multithreaded versions of LIGHT and VIS that I did. I don't know what's involved in making it Win32 happy, but I know that jimbo is working on a Linux version.
Hmmm
#6896 posted by RickyT33 on 2008/02/01 16:31:45
Sound very exciting!!
Unfortunately, I feel the usual symptoms of a severe programming allergy starting to creep in!
There must me someone out there who is interested in making a win32 exe!!
If not, Q1 mapping in OSX seems even more attractive.
:D
#6897 posted by JneeraZ on 2008/02/01 17:14:36
Well, I've done what I can. :) There's the source and I assure whoever looks at it that the multithreading in there works on OSX. It shouldn't be a huge hassle for someone to port it to Win32 unless multithreading on Windows is a complete nightmare. In which, you have my condolences.
I Got This And Need Help Please
#6898 posted by rudl on 2008/02/03 17:17:09
BSP & Prefabs
#6899 posted by FaTbOy! on 2008/02/04 22:12:06
Hello, been lurking here for a while finally got time in RL to fart around with mapping and Ive started using BSP & that nice WC3.3 conversion. I like BSP better but it doesnt seem to remember what textures you put on prefabs. Ive been using the "Save Brush" feature I figured this was BSP's "Prefab Factory" equivalent. If there is something else or if anyone knows wether or not BSP will actually save tex info on prefabs please, please fill me in. I have been unable to find anything referencing this in the docs or in the cfgs.
Thanks in advance!
Fatty
If You're Talking About BspEditor...
#6900 posted by Mike Woodham on 2008/02/05 21:24:59
The texture information is saved with the .bru file. However, if you then open that 'prefab' in a map whose pre-defined texture file (as defined in "worldspawn") does not contain the prefab's texture, BspEditor has nowhere to get the texture from.
If that helps...
Possible Screw-up
#6901 posted by goldenboy on 2008/02/06 02:46:52
OK, I need some pointers here.
I'm working on a turtlemap which is like 80% done (no roofs and no monsters yet.)
My central area (a 1024x1024 atrium) shares the same sky with the surrounding corridors and rooms, because the roof construction is only made of a steel skeleton (no "shingles".) I'd like to keep sky visible and use sunlight.
So basically this is like a 1600x1600 area divided by some walls, and doors, and eventually probably inhabited by ~ 100 monsters - nothing more. Think Doom map with ceilings ripped open and 4 times the size.
How badly will something like this affect r_speeds?
Also, what kind of stuff apart from torches counts toward the static entity limit? ^^ I have a bad feeling there, too. This might combine into a gigantic mess.
It was my beginning concept though, large atrium surrounded by wide corridors with holding cells. Maybe this was faulty already, most maps have interlocking corridors and only peripheral outdoor areas.
It looked good on paper. Sigh. :-/ It's almost finished though, so we'll soon see anyway... maybe it'll serve as an example to others... :-/
|