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Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
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Yes 
I trie to reproduce the armor powerup with skulls, like in Doom 
Items 
I was rewriting in the items.qc

+---------------------------------------------+
void() armor_touch =
{
local float type, value, bit;

if (other.health <= 0)
return;
if (other.classname != "player")
return;

if (self.classname == "item_armor1")
{
type = 0.3;
value = 100;
bit = IT_ARMOR1;
}
if (self.classname == "item_armor2")
{
type = 0.6;
value = 150;
bit = IT_ARMOR2;
}
if (self.classname == "item_armorInv")
{
type = 0.8;
value = 200;
bit = IT_ARMOR3;
}
if (self.classname == "item_skull")
{
type = 0.1;
value = 10;
bit = IT_ARMOR1;
}

if (other.armortype*other.armorvalue >= type*value)
return;
+-------------------------------------------+

};
void() item_skull =
{
self.touch = armor_touch;
precache_model ("maps/skull.bsp");
setmodel (self, "maps/skull.bsp");
self.skin = 0;
setsize (self, '-16 -16 0', '16 16 56');
StartItem ();
};

+---------------------------------------------+ 
It's The Last 2 Lines 
they skip the pickup entirely if the armor you're touching is weaker than what you have. you need to add a special exception there for skulls that add 10 armor and keep the preexisting armortype. 
Additionally 
You should check for the player having no armor, and if this is the case, set their armortype to green (0.3 and IT_ARMOR1)

You may also want to set a limit for both health and armor shards. Probably at 250 or soemthing like that. I don;t know if the 3 numbers at the bottom are limited to 8 bits, but even if they're not, you might want to not let them get out of hand... 
Addition 
There's another problem with this code, which is the way armour and health packs differ in increasing stats. A health pack adds on a certain amount of health to the amount you started with. Armour always sets the value to the same amount, regardless of how much you had, it's not adding anything on. Code like "add on 150 points to his armour, but then if the total is more than 150, cap it there" would be redundant.

So you're going to have to write something more complicated. 
This 
http://qexpo.tastyspleen.net/booth.php?id=131&page=273

Might help some, it's Dr Shadowborg's revised health system tutorial. 
Thanks For Your Explain 
I'm no coder, so the fact I get any outcome is a wonder to me.
With health it was easy, adding a new b_model with args and the code run.

With this armor code I can let the strength deplenish untill it reaches under 10 before it powers up.
But I can change to any value, only 10 counts.

Eventually I can understand the options you mention,
but I miss the ability to write them down. 
Adding New Weapons 
hey, was wanting to know if you guys knew of a good and easily understood tutorial for adding a new weapon, that also shows me how to add it to where its usable when added to a FGD "not just when you have a shot gun and enough ammo -.-) 
Ok, More Detailed Explanation 
I think the best way to do it would be to write an entirely separate touch function for your new item. It needs to:

* Do the usual checks that the other entity is a player who is not dead.
* Deal with the 4 cases: player has red/yellow/green/no armour.
* Add the correct amount to the armour total.

I'd do something like this:

void() armorboost_touch =
{
local float maxarmor;

if (other.health <= 0)
return;
if (other.classname != "player")
return;
//usual checks

if(other.items & IT_ARMOR3)
//Player has red armor
maxarmor = 200;

else if (other.items & IT_ARMOR2)
//Yellow
maxarmor = 150;

else
//deal with green and none at same time
{
other.armortype = 0.3;
other.items = other.items | IT_ARMOR1;
maxarmor = 100;
}

other.armorvalue = other.armorvalue + 10;
//add it on
if(other.armorvalue > maxarmor)
//if we're over max
other.armorvalue = maxarmor;
//set to max

self.solid = SOLID_NOT;
self.model = string_null;
if (deathmatch == 1)
self.nextthink = time + 20;
self.think = SUB_regen;
sprint(other, "You got armor\n");

sound(other, CHAN_ITEM, "items/armor1.wav", 1, ATTN_NORM);
stuffcmd (other, "bf\n");

activator = other;
SUB_UseTargets();
//fire all targets/killtargets
};

I've not tested it in game, but it should work well enough. Remember to change the line in item_skull to
self.touch = armorboost_touch; 
Hey 
that's another qup of tea Preach.

I already reminded myself to be glad with a strike of luck and leave it that way.
And yes indeed, the powerups go clearly from 0 to 100. Never thought it was possible.

Thanks! 
LIT File Format? 
Can someone point me towards what the LIT file format looks like? I've spent 20 minutes Googling with nothing to show for it. Is it documented somewhere? 
 
According to QIP LordHavoc created the format so just try getting hold of him in #darkplaces on Anynet (IRC). Otherwise you could read through the TomLite or Tyrlite sources (Hmap probably too), you seem to be able to grasp code (unlike me). 
I Emailed Him A Couple Of Weeks Ago... 
He helped me out! :-) 
Willem 
From dpextensions.qc:
//DP_LITSUPPORT
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//description:
//indicates this engine loads .lit files for any quake1 format .bsp files it loads to enhance maps with colored lighting.
//implementation description: these files begin with the header QLIT followed by version number 1 (as little endian 32bit), the rest of the file is a replacement lightmaps lump, except being 3x as large as the lightmaps lump of the map it matches up with (and yes the between-lightmap padding is expanded 3x to keep this consistent), so the lightmap offset in each surface is simply multiplied by 3 during loading to properly index the lit data, and the lit file is loaded instead of the lightmap lump, other renderer changes are needed to display these of course... see the litsupport.zip sample code (almost a tutorial) at http://icculus.org/twilight/darkplaces for more information.
 
 
Excellent! Thanks, that should give me what I need... 
Coding Tip Of The Day 
Don't expect them daily though, this is just my aggravation of the moment:

if(1)
dprint("1: went down the TRUE branch\n");
else
dprint("1: went down the FALSE branch\n");

This will, as you would expect, go down the TRUE branch. The value in the if() is non-zero, which is true in boolean logic.

if('1 0 0')
dprint("2: went down the TRUE branch\n");
else
dprint("2: went down the FALSE branch\n");

This will also go down the TRUE branch, it looks like any non zero vector counts as true.

if('0 1 0')
dprint("3: went down the TRUE branch\n");
else
dprint("3: went down the FALSE branch\n");

This will go down the FALSE branch! QC only checks the first component of a vector when evaluating boolean logic on them. This is a bit of an oversight, and you should be careful. If you want to properly check if a vector is non-zero, you must do it explicitly as

if(self.angles != '0 0 0')

OK, that's the one that bugged me for tonight, venting over. But while I'm posting about QC and if() logic, here's another related bug that can catch people out:

self.noise = "";
if(self.noise)
dprint("4: went down the TRUE branch\n");
else
dprint("4: went down the FALSE branch\n");

This one goes down the TRUE branch. Why it does is a bit technical, it's because if(self.noise) is checking whether the pointer which self.noise stores is non-zero. The string constant "" is not the same thing as a null pointer, it is a string comprised solely of a null terminator, which actually gets allocated somewhere and so the pointer has a non-zero value.

There are two ways around this. One is to properly null the string pointer, like this:

self.noise = string_null;
if(self.noise)
dprint("5: went down the TRUE branch\n");
else
dprint("5: went down the FALSE branch\n");

This one evaluates to false.

Alternatively you can put

if(self.noise != "")

This will go down the false branch in either of the cases self.noise = ""; or self.noise = string_null
 
"This will go down the FALSE branch! QC only checks the first component of a vector when evaluating boolean logic on them."

I'd venture a guess that when it sees a string maybe it's just doing an atoi call on it, which would stop at the first space? I dunno. 
Assembling A Vector 
Looking at the assembler output, it looks like every time a vector is passed as a parameter to something, the instruction looks like:

STOREP_V VEC_ORIGIN_x, temp_0;

So it seems to be passing just the first component of the vector. What happens then is that the engine knows that this is a vector, and that the other two components will be in the next two entries in memory. Any operation with _V on the end does this.

The problem arises when you get to the IF operations. There isn't a separate case for vector, or indeed for any types. Every memory location which gets passed by the assembler to IF is cast to int, and then checked to see if it's non-zero.

It wouldn't be easy to fix this on the engine side, because you'd need to read what type of temporary was being stored, so that you could distinguish between
if(self.angles)
and
if(self.angles_x)
because the IF operation would look the same. You'd need to look back a few operations at least, which is basically a no-go.

On the other hand, it wouldn't be hard to write a compiler which always substitutes
if(vector != '0 0 0') for if(vector).
FTEQCC already offers a similar fix for
if(string)
It isn't on by default, because some of the engine extensions which add string concatenation etc. require actual tests for null strings instead of empty ones. 
Mdl Versus Sprite 
Well, I managed to get a sprite in Quake, but I was wondering how to add it to a monster's subroutine.

Simple fact, quake sprites are mostly just one model frame. Except for the orgue which is the only one with his grenade. If I'm looking to the qc I can't find nothing about sprites, so I consume it is engine wise.

When I change the model laser.mdl of the enforcer with a sprite I see only the first frame.

How do I add a sprite to a monster's subroutine?
Is it something you add to the statement of the laser.mdl of the enforcer? 
In Hope To Help 
void() s_explode1 = [0, s_explode2] {};
void() s_explode2 = [1, s_explode3] {};
void() s_explode3 = [2, s_explode4] {};
void() s_explode4 = [3, s_explode5] {};
void() s_explode5 = [4, s_explode6] {};
void() s_explode6 = [5, SUB_Remove] {};

void() BecomeExplosion =

i think you have to make a multi-image sprite, like the explosion?

and deal it out above like so, and give it setmodel "ursprite.spr"

or umm, heh <8* 
Well 
For creating a sprite it could work, but not when I try to make it happen in a monster's subroutine like the enforcer.

If I add something at the qc point launchlaser, I first need to declare the sprite frames. And as the enforcer already has it frames declared qc matches out. 
Madfox 
If I add something at the qc point launchlaser, I first need to declare the sprite frames.

no, you do not. like i said before, just put a number where the $frame macro would be. 
Is It Still Necessary To Use Quakeworld Progs? 
are there qw clients that can just read the normal netquake progs? 
 
zQuake can do, both as client and server (so you can serve a "netquake" progs with zquake and have other qw clients connect to it).
FTE can do too.
ezQuake I am not sure, from what I know the singleplayer is broken. 
Zquake Sounds Promising 
except i have the same problem i have with a lot of other clients with zquake...

the screen is half-filled with giant red pixels (using +gl_clear 1) like someone got decapitated right next to my screen. in other gl engines, like aguire's, the pixels are grey because i set the gl_clear colour to grey.
fuhquake has this problem, but ezquake does not though. (fitzquake doesn't have the problem either).

does anyone know what that's about? 
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