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InsideQC Forums • View topic - Making a standalone project but need some info

Making a standalone project but need some info

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Making a standalone project but need some info

Postby Dr. Shadowborg » Sun Jul 29, 2012 6:46 pm

Been planning on making a standalone version of Hellsmash for a while now, and have a little time to work on it.

Upon looking around, it seems that qfusion is probably the best suited for my needs with this, unfortunately I have almost no idea what I'm gonna need in the way of tools / pointers for it.

Hence I figure I might as well ask here, and see if anybody might be able to steer me in the right directions for info.

What I figure I'm gonna need:
code::blocks + mingw (engine and gamex86.dll)
blender (modeling)
GtkRadiant + q3map2 (mapping tools, project obviously uses lightstyles)
Q3A Shader Manual

What info I need:
location of QuakeC interpreter code (what files I look in) and or a plug-in module for it
???

I assume I'm going in the right direction with this right?
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Re: Making a standalone project but need some info

Postby Spike » Sun Jul 29, 2012 7:43 pm

qfusion cannot run qc. you'd likely find it easier to just rewrite your mod in C instead.
if you want to port a qc interpreter to qfusion, you'd need to port all the pr_*.c files over, and somehow integrate the two sv_phys.c, sv_move.c, world.c, files with whatever already exists in qfusion.
don't expect to run generic qc mods with it (hence why you might as well just convert your mod to c instead).
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Re: Making a standalone project but need some info

Postby Dr. Shadowborg » Sun Jul 29, 2012 8:16 pm

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Re: Making a standalone project but need some info

Postby goldenboy » Sun Jul 29, 2012 9:13 pm

Good going Dr. Shadowborg, and good luck.

Adding a qc interpreter to qfusion seems like a lot of extra work though considering support for Warsow formats already exists in FTE. I'm curious - why do it?

Yeah, you will need Radiant and q3map2 to make maps using FBSP. And Blender is fine for creating IQMs (Warsow ditched the SKM format a while back).

You will need the shader manual, but you'll also need all Quake 3 mapping tutorials you can get your hands on and you'll want to read and compare shaders from eg Warsow and other sources. You will also want to read the q3map2 wiki.

http://en.wikibooks.org/wiki/Q3Map2
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Re: Making a standalone project but need some info

Postby Dr. Shadowborg » Sun Jul 29, 2012 10:34 pm

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Re: Making a standalone project but need some info

Postby goldenboy » Sun Jul 29, 2012 10:43 pm

Does QFusion even support md3 anymore? Warsow has switched to IQM afaik.

Yeah, I use FBSP and IQM combined with QC for my project. My reason for using FTE is that I don't want to throw away 5 years of work on my QC, and I want to use some hud code by gnounc that needs CSQC. :-)

Warsow uses Angelscript for its game modes and GUI, I think.

Anyway, if you use qfusion with QC keep us updated :-P I'd be curious to see such a combination, even though I'm unlikely to switch because I use other FTE features.
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Re: Making a standalone project but need some info

Postby leileilol » Sun Jul 29, 2012 10:53 pm

Are you moving to QFusion because of the shader syntax support?

Don't forget Darkplaces has support for that as well, although limited for the sake of the complex lighting model.

If wide support is intended, try sticking to a February 2011 build.

I should also remind that Darkplaces still "works" on :P (ok, it works a lot better on a Voodoo2 than this, and the main culprit of the slow is the carelessly high polygon count of the player models)

Also another option is FTEQW, which also has q3 shader support. FTEQW also has a LOT of defines you can disable for stuff you don't want if you want a cleaner build than a fully merged fully featured one, and you probably don't want that silly colorful comic sans splash screen (is that still in there spike?).


Also q3bsp and lightstyles don't really mix - q3map2's take on it is faked up shader generation to emulate lightstyles - the actual lighting doesn't change.

For editing Q3 shaders, the old tool q3ase may come in handy.


Also Blender, there's no working MD3 exporter for the later 2.6X versions. You'll have to stick to 2.49 if you want to export directly to MD3 from Blender . You can however, have an annoying-as-hell pipeline to MD3 with 2.6x by exporting to IQM then converting that with Noesis. While IQM is a good format, I don't crusade on pushing it to be used for everything modeled for every engine under the sun, though it does make a very nice "exchange" model format to others only because the Blender exporter is so well written (as opposed to everything else it can export). I use IQM to produce PSKs for UnrealEngine2 and MDRs for OA3, because the included PSK exporter with blender is just plain crap and a MDR exporter (Raven's MD4 fixup for Elite Force) for Blender does not yet exist.
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Re: Making a standalone project but need some info

Postby Dr. Shadowborg » Sun Jul 29, 2012 11:29 pm

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Re: Making a standalone project but need some info

Postby Dr. Shadowborg » Mon Jul 30, 2012 1:12 am

Hm, just downloaded and tried to run the latest stable release with fteqw-v100-win32.zip. Said that it wasn't a valid win32 executable. :/ Doesn't work on win2k? I'm downloading fteglqw-v100-win32.zip now, I'll give that a try.

Edit: no go on fteglqw either. I'll just stick with trying to get qfusion up and running. Should if nothing else provide a good learning experience. :)
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Re: Making a standalone project but need some info

Postby qbism » Mon Jul 30, 2012 4:33 am

QFusion is based on Quake 2. At one point it was fairly easy to add monster game code back for single player. I don't know if that is still feasible in the final version released 3 years ago. The engine for Warsow has diverged since then.
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Re: Making a standalone project but need some info

Postby leileilol » Mon Jul 30, 2012 2:18 pm

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Re: Making a standalone project but need some info

Postby Seven » Mon Jul 30, 2012 4:16 pm

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Re: Making a standalone project but need some info

Postby Dr. Shadowborg » Mon Jul 30, 2012 7:06 pm

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Re: Making a standalone project but need some info

Postby leileilol » Mon Jul 30, 2012 7:11 pm

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Re: Making a standalone project but need some info

Postby Dr. Shadowborg » Mon Jul 30, 2012 7:19 pm

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