Announcement

Collapse
No announcement yet.

Qc

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Qc

    i just started looking at qc so i have a few stupid noob questions


    1. is there a qc download for mp1 and mp2?

    2. i read that you cant take a prog file and make it in to a qc file
    then i read a post by a mapper say he was not planning on releasing the qc for his map but you could just decompile the progs file... (every time i learn how to do something or not do something some quaker seems to brake the rules)

    so how do i make the qc out of the progs?

    3. i use dark places for quake and i have come across post saying that this works in dp but not others quake engines. what do i need to know to do qc for darkplaces?

    thanks for all your help and please respond to my questions like im a fucking idiot 3rd grader so i can understand. im shure this has been covered in other posts so feel free to send me links to post i should have read befor asking stupid questions

  • #2
    Originally posted by JDSTONER View Post
    i just started looking at qc so i have a few stupid noob questions


    1. is there a qc download for mp1 and mp2?

    2. i read that you cant take a prog file and make it in to a qc file
    then i read a post by a mapper say he was not planning on releasing the qc for his map but you could just decompile the progs file... (every time i learn how to do something or not do something some quaker seems to brake the rules)

    so how do i make the qc out of the progs?

    3. i use dark places for quake and i have come across post saying that this works in dp but not others quake engines. what do i need to know to do qc for darkplaces?

    thanks for all your help and please respond to my questions like im a fucking idiot 3rd grader so i can understand. im shure this has been covered in other posts so feel free to send me links to post i should have read befor asking stupid questions
    1 _ here you can get some resources

    2- maybe you are some confused about some concepts . progs.dat is a "qc compiled" file that have game mechanics. If you have a progs.dat and you want qc files you can use proqcc or frikdec ... but decompiled qc files are really ugly , the best way is to learn qc from scratch or reading original code (not decompiled)

    3- darkplaces have many new extensions for qc , many , and have csqc support so the qc for darkplaces is the same language but is more advanced .



    I code qc since 2009 for quake and i never to learn everything about quake-darkplaces or quake vanilla . Be patient baker wrote in inside 3d


    Frenzy wrote:I fully intened to get in the way of the flow of Quake believe me, I'm a hardcore "finisher" meaning, once I start something, I only have one option: to finish.



    Hey Frenzy!

    Frenzy wrote:So, as of now, I'm going to start learning QuakeC, guess what that means?



    Lots of learning and a big initial learning curve.

    First:

    0. Grab fteqccgui.exe here and progs 1.06 source code [ http://www.quake-1.com/files/sourcec...s/progs106.zip ] .

    1. Get a decent text editor. I use TextPad but there are a lot of them out there. TextPad - the text editor for Windows RocketGuy (Mr. RQuake guy) uses TextPad.

    Second:

    Probably do this tutorial by MauveBib:

    http://www.electronicliberationfront...rials/tut1.htm

    Third:

    Learning any of the Quake modding stuff is going to at times make you feel like an idiot. And you will have questions that make you feel stupid. Ask them anyway. It is part of the normal learning process.

    I still have plenty of stupid questions from time to time and I'd like to think I do know some things.

    You should strongly consider doing a tutorial or 2:

    Inside3D - QuakeC Coding - Wocka-Wocka-Wocka

    Finally a couple of hints ...

    1. Learning QuakeC isn't a fast process. It requires a bit of dedication and patience and you'll learn about the limits and the handful of quirks.

    2. As leileilol here said once "QuakeC is all next thinks" and is all about the entities.

    3. In Quake single player, type "edict 1" in the console or "edicts" --- this is the information stored about each entity. Things that are entities: everything that isn't the non-moving part of map --- i.e., players are entities, shamblers, moving rockets, doors and lifts.

    Look in this for common source codes that pertain to multiplayer:

    File Listing

    Like http://quake-1.com/quakec-gallery/xctf_100f-src.zip and http://quake-1.com/quakec-gallery/crctf28k-src.zip and http://quake-1.com/quakec-gallery/casrv13-src.zip (some of these may only compile from frikqcc 2.5 due to "qccx hacks")

    Just for clarity:

    QuakeC is the language of game logic, like RuneQuake or Clan Arena or Capture The Flag. It is compiled into a progs.dat

    The Quake engine like Qrack is written in real C. Not C++, but ... well .. DirectQ is written in C++. But anyways the engine has nothing to do with QuakeC.
    follow this instructions is very useful to get something in qc And please, use inside 3d is the very very best place to learn qc have a nice day
    the invasion has begun! hide your children, grab the guns, and pack sandwiches.

    syluxman2803

    Comment


    • #3
      I know it can be confusing since the main gamecode binary file is called progs.dat and that the models are in the \progs folder, just ignore all that naming. The only .qc generated from models are $frame Name for reference in the animation functions. for example:
      /*
      ================================================== ============================

      PLAYER

      ================================================== ============================
      */

      $cd id1/models/player_4
      $origin 0 -6 24
      $base base
      $skin skin

      //
      // running
      //
      $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6

      $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6

      //
      // standing
      //
      $frame stand1 stand2 stand3 stand4 stand5

      $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
      $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
      They are just reference placeholders, not much else.

      I found a "cleaned" version of Hipnotic source over here Downloads - qc - Mod DB


      ^^What nahuel said...
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

      Comment


      • #4
        Originally posted by JDSTONER View Post
        2. i read that you cant take a prog file and make it in to a qc file
        then i read a post by a mapper say he was not planning on releasing the qc for his map but you could just decompile the progs file... (every time i learn how to do something or not do something some quaker seems to brake the rules)
        For a compiler, there might be a decompiler.
        It's not the usual way to get at the qc code though; all the official id source code has been released. A downside of decompiling is that you lose a lot of the formatting and all the comments of the original source. So it's usually not needed or recommended.


        so how do i make the qc out of the progs?
        Don't. It will just confuse you. Download the official sources instead.

        3. i use dark places for quake and i have come across post saying that this works in dp but not others quake engines. what do i need to know to do qc for darkplaces?
        There are so-called extensions supported by engines such as Darkplaces and FTE that provide additional functionality to programmers. These extensions are optional and the normal Quake source code does not make use of them.

        Learn what the vanilla Quake source does before you start looking into extensions.

        You do NOT need to write "special QC for Darkplaces". DP is just a Quake engine. It will understand standard QuakeC just fine. There is only one QuakeC.

        thanks for all your help and please respond to my questions like im a fucking idiot 3rd grader so i can understand.
        Unfortunately there is no simple, third-grader way to learn QC. It is pretty much blood, sweat and tears and you only get better over time.

        It helps if you know other programming languages; the language QC is most similar to is C. Get a good book on C programming and read that. Alternatively read this:

        The C Book - Table of Contents

        The C book will tell you what variables, functions, if statements etc. are. These are really similar in QuakeC, so it definitely helps reading this.

        And about QuakeC specifically, read this:

        Quake-C Specificacions v1.0

        This will tell you what some QC-specific constructs are - entity fields etc. And have the progs 1.06 source code open in an editor while you read and try to understand what stuff like self.think, self.touch, self.enemy and so on is actually doing.

        The difference between C and QuakeC is that the former is a general purpose programming language, while the latter is pared down and geared towards running a game so it contains a lot of game-specific concepts such as entities. Still, reading up on C will make it easier to understand the broad concepts that QC inherited from it.

        You should get FTEQCC - it's the most modern QC compiler, the program that turns .qc files into a progs.dat.
        Last edited by golden_boy; 03-29-2013, 11:54 AM.
        Scout's Journey
        Rune of Earth Magic

        Comment


        • #5
          nahuel thankyou for responding i think it was from one of your posts i picked up the idea that things may be different when useing darkplaces it was a post about making a ladder... dosent realy matter my main concern was that the inside 3d how to would not work in dp sounds like things will work just fine!

          rook thanks for the mp1 link!

          ill keep working throw things over at inside 3d i have a log in over there but last time i tryed i could not post anything on the site but anyone who knows anything to help me im sure will be on hear too.

          and hopefully this post will prod sherlock homes to keep working on his class!

          the best part of the quake modding puzzle is everytime i get overwhelmed and pissed off at it i can always just go kill some shit in quake!

          Comment

          Working...
          X