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InsideQC Forums • View topic - Comiling txqbsp With MVC++?

Comiling txqbsp With MVC++?

Discuss programming in the QuakeC language.

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Comiling txqbsp With MVC++?

Postby Mexicouger » Thu Jun 24, 2010 7:13 am

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Postby mh » Thu Jun 24, 2010 7:38 am

Not with 2005, no. First of all 2005 comes with a very limited set of leaders and libs, and isn't of much use for native code development. 2008 is much much better, but the other problems that apply to 2005 also apply there and will need to be solved.

Secondly anyway your project has likely switched to Unicode. Check the character set in the config properties as per the screenshot here: http://blog.slickedit.com/wp-content/up ... 9/mbcs.png - if it's not set or Unicode you want to switch it to Multibyte.

Thirdly, if you're set to Warning Level 3 you'll be spammed with lots of warnings about unsafe functions. Just set it to Warning Level 1 and be done with it.

This should remove most of the warnings and some of the errors. If you still get errors, post them here and we'll see if we can help.

Fourthy, even after having done all of that, it may not even work as 2005 and 2008 only support the multithreaded C runtime, which can occasionally cause weirdness.
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Re: Comiling txqbsp With MVC++?

Postby Baker » Thu Jun 24, 2010 7:39 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Mexicouger » Thu Jun 24, 2010 10:07 am

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Postby Baker » Thu Jun 24, 2010 10:34 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Spike » Thu Jun 24, 2010 12:28 pm

might be interesting to make external hulls. Then we could have whatever (specific) sizes we wanted.
would need to fix up the loader, the mem array size, and the hull chooser, but that would be far simpler then supporting q2bsp.


There's a chunk of code in model.c+gl_model.c that seeds the hull sizes correctly, so you need to make sure that's done or hull[3] won't contain useful info.

Also only maps which you compile will have this hull[3] - you can test a map to see if one is present by testing the startplane field of the hull[3] structure. if its 0, then you can safely assume that there is no hull (note that this check is not valid for hull[0], but works for any other).

(hull[0] is actually generated from the rendering hull, so must be a point-sized hull in all cases, or rendering would be fscked).

-12 to +12 is 24 units wide, unlike your <=12 test implies, but that is not the cause for any crashes.

Once you have a map with a hull[3], it should work fine in every q1 engine out there, they just won't use the new hull. If your map crashes in an unmodified engine, the fault is within your bsp compiler.

You may find it more convienient to keep the mins_z size as -24 instead of using -32.
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Postby Mexicouger » Thu Jun 24, 2010 6:16 pm

I may tackle a New Hull. I thought adding a new Hull was as easy as going to all the locations and adding a [3] :lol:

But of course it isn't. nothing is in the coding world. So I will just edit The hull 0.

And by the way.. If there are only 3 Hulls, Then how did quake 1 do that Big red enemy at the end or that Big Worm thing? I don't get how they coulda done that....

And anyway, the size of the morphball would fit alot of other monsters. I mean... Alot of the monsters in metroid ARE the size of the morphball. Then Hunters and Other things could be included in The player or monster Hull.

But I don't think I will abandon the Idea of a new HULL quite yet ;)

EDIT: I can change hull 0 right?
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Postby frag.machine » Thu Jun 24, 2010 8:12 pm

I suspect changing hull[0] may screw all hitscan weapons (shotguns and alike)... :?:
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Mexicouger » Thu Jun 24, 2010 8:24 pm

Hmm.

I may as well just add a HULL. I will change the monster size for the time Being.

And I find many problems with changing the 0 HULL. Like I am nothing ingame. I can walk through some cracks in walls And stuff like that. I fall through the Ground at some points.
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Postby Spike » Thu Jun 24, 2010 8:36 pm

changing hull[0] will fsck everything up. Like I said earlier, you cannot resize hull[0].
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Postby metlslime » Fri Jun 25, 2010 4:07 am

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Postby Baker » Fri Jun 25, 2010 5:00 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Mexicouger » Fri Jun 25, 2010 6:30 pm

Alright. It just doesn't seem Real hard to add a HULL. Its as easy as expanding the Numbers from 0-2 to 0-3 All over the code and then you Have a new HULL. Or so it seems to me. But I underestimate alot when Coding.

But what about Big Bosses I want to Have like chozo and crap like that? Big robotic things tat Are super hard to kill that Are only in 1 room?

So tell me this: Is it possible To add a new HULL in a span of a night(8 hours)?

It just seems to easy to add another hull through my eyes. But I will take your guys advice and Edit HULL 2.
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Postby Baker » Fri Jun 25, 2010 7:23 pm

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby frag.machine » Fri Jun 25, 2010 8:52 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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