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InsideQC Forums • View topic - CSQC IS NEEDED

CSQC IS NEEDED

Discuss programming in the QuakeC language.

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CSQC IS NEEDED

Postby Error » Fri Jun 20, 2008 2:16 am


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Postby daemon » Fri Jun 20, 2008 2:46 am



there's other versions floating around but that one should be fine.
I think it's missing a few things, but nothing huge.

I'd start with adding some stuff inside CSQC_UpdateView in View.qc

also poke around Main.qc for some other fun stuff

look in csqc_builtins.qc for some functions you can use. most of them are pretty self explanitory.

compile, and put csprogs.dat in your gamedir along side progs.dat
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Postby Urre » Sun Jun 22, 2008 10:13 pm

I've made a note to myself to bring forth some form of info about this, possibly on a site of mine, possibly as tutorials here. Generally speaking it depends so much on what you want to do. The only bit of info that isn't currently available on the net is how to use shared entities, but it isn't very hard to find out. How to do it successfully when doing anything more advanced than a clientside rocket, now that's a bit tougher. Hopefully I'll be able to give some insight on that in the future, as well as "where the eff do I start?" type of things.
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Postby Error » Mon Jun 23, 2008 7:42 am


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Postby Urre » Mon Jun 23, 2008 5:28 pm

Just so you know, the prydon cursor is in fact a fully useable extension by any mod, not just prydon gate. It's somewhat badly named. Generally very easy to use, and very useful. See dpextensions.qc for details.

On another note, a clientside cursor written in csqc isn't all that simple to do. The cursor itself isn't hard, but if you want it to interact with anything but csqc entities or a 2d interface, then things get tougher. That's when you need to start using shared entities. Why? Because csqc has no info about entities in svqc, so you can't click on a purely svqc entity, for example. Well, you could, in a very hackish way, by sending click info to the server, where it'd intercept wether you actually hit something. But that'd lag, ofcourse.

Status bar stuff is alright, relatively easy and fun, although you'd need to recode the entire quake status bar if you'd want to alter it in any way. Then again, that's how modding is supposed to work. I recall FrikaC requesting someone writing up a copy of the quake menu in mqc, so that he could mod it.

I think generally the problem with these kinds of things is the whole "where the heck do I start" deal, which always feels like the hardest obstacle to cross. Once you're past that, you can very quickly get on a roll.
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