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InsideQC Forums • View topic - Describing the Quake Command System

Describing the Quake Command System

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Re: Describing the Quake Command System

Postby frag.machine » Sun Aug 12, 2012 11:14 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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Re: Describing the Quake Command System

Postby mh » Sun Aug 12, 2012 11:36 pm

Threading would work OK in the menus where it would show up as some latency in the info becoming visible rather than causing a hitch, but I suspect that it would be equally as annoying in the console. Press TAB and nothing happens for a short while. Unfortunately the console is the place where autocompletion is really needed, and equally as unfortunately I think that filtering out ammo box/etc models from the maps list is sufficiently important that maps do need to be opened and validated (the fact that the "map" command is the one where autocompletion is of most benefit just makes this suck even more).

So much for on-demand parsing; threading the scan at game change time may be of benefit but disk IO does remain the major bottleneck.
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Re: Describing the Quake Command System

Postby Baker » Mon Aug 13, 2012 1:59 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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Re: Describing the Quake Command System

Postby mh » Mon Aug 13, 2012 2:05 am

Won't work with multiplayer though, where there may be a different progs on a different machine.

Not really bothered about it being a perfect solution; sensible with some imperfections is OK.
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Re: Describing the Quake Command System

Postby Baker » Mon Aug 13, 2012 2:29 am

The .bsp model problem sucks. :D
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Re: Describing the Quake Command System

Postby Spike » Mon Aug 13, 2012 2:31 am

if it has a leading b_ then ignore it?

scanning the progs won't work. most list the maps/foo.bsp files within the 'main' function. and those that don't still have the map names hardcoded in the intermission/finale code.
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Re: Describing the Quake Command System

Postby taniwha » Mon Aug 13, 2012 2:35 am

A bit of a tangent, but on looking at QF's command and cvar code (with a mind to do some more work on completion), it turns out QF still maintains the alpha-sorted linked lists (however, hash tables most definitely are used for lookup by name).
Leave others their otherness.
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Re: Describing the Quake Command System

Postby Baker » Mon Aug 13, 2012 4:20 pm

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Re: Describing the Quake Command System

Postby Baker » Mon Aug 13, 2012 4:24 pm

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Re: Describing the Quake Command System

Postby Spike » Mon Aug 13, 2012 4:50 pm

they should have put sounds in the progs directory too, it makes about as much sense. and yes, separate complaint. :P
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Re: Describing the Quake Command System

Postby mh » Mon Aug 13, 2012 4:58 pm

Lotsa things only come through with hindsight. That's part of what makes Q2 and Q3A better platforms than Q1.
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Re: Describing the Quake Command System

Postby Baker » Mon Aug 13, 2012 7:21 pm

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Re: Describing the Quake Command System

Postby Baker » Tue Aug 14, 2012 11:45 am

Holy hell ...

The amount of fun you can start having playing around with building a "command line interpreter" is almost beyond description, after you get a few pain in the arse functions written.

I used to wonder what could possibly motivate someone to, say, work on QuakeC compilers. Or scripting. Which seems boring as hell. I get that now. The possibilities are endless ...

/ My initial interest in this really was some "robust" 3D menus and doing it in a flexible way, so I can't do that within the Quake entity system. Using parsing, not only can I largely define this stuff in a text file, but defining 2D interfaces with hotspots on the fly seems within range.
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Re: Describing the Quake Command System

Postby Spike » Tue Aug 14, 2012 7:15 pm

much of the joy of writing a compiler is writing code that writes code. good luck testing every single possible combination though.
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Re: Describing the Quake Command System

Postby Baker » Wed Aug 15, 2012 12:34 am

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