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Let's Make A QuakeC Mod

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  • #16
    I'd love to see a community mod who's purpose is to be a grabbag of features for learnings sake.
    I would ask that csqc be used eventually if not from the outset.
    I learned qc from trying to make halo systems and asking tons of questions in #qc.

    because frankly reloading, regenerating shields, killstreak tracking and 2 weapon swapping system are just fun to me, and easy enough to make. Great for learning.
    Gnounc's Project Graveyard Gnounc's git repo

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    • #17
      Originally posted by R00k View Post

      @Nahuel, starting with vanilla, but anything is possible. I dont have much experience with DP/FTE so anyone wanting to add to the conversation about topics and features are very welcome. This isnt my campfire, it's just a spark so we can all roast marshmallows together..( no Kumbaya jokes plz ) I too could learn from those experienced with fteqcc.
      I have some experience in qc for darkplaces, not only svqc and "darkplaces" extensions, i know a little csqc stuff . I use fteqcc to compile the qc stuff. In 2010 i started to code my mod called "waste" for vanilla quake, i achieved some stuff, like new triggers, new weapons, and a little sprites based effects really nice, and new monsters. But "waste" was ported to darkplaces to have all the posibilities of the dp stuff (you know, warpzones, particles, new HUD, rtlights, etc.) sounds great to have a clean based qc 1.06. You know qc 1.06 has many wasted stuff (for example one stat , and the IT_HEALTH value ... why?? ). But in adition:
      1- Do you want new monsters (like quoth) ?
      2- Do you want new weapons or stuff (plasma gun, hook, )?
      3- Do you want new triggers (brekeables, ladders, rotates , sound effects by triggers, func_water, teleports for monsters and grenades.. etc) ?
      4- Do you want new items (red key... )?
      5- Do you want new effects ?
      6- Do you want new maps ? - yeah, sure
      5- Do you want cutscenes and cinematic stuff (like nehahra) ?


      I can help with this stuff i think .
      the invasion has begun! hide your children, grab the guns, and pack sandwiches.

      syluxman2803

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      • #18
        1- Do you want new monsters (like quoth) ?
        2- Do you want new weapons or stuff (plasma gun, hook, )?
        3- Do you want new triggers (brekeables, ladders, rotates , sound effects by triggers, func_water, teleports for monsters and grenades.. etc) ?
        4- Do you want new items (red key... )?
        5- Do you want new effects ?
        6- Do you want new maps ? - yeah, sure
        5- Do you want cutscenes and cinematic stuff (like nehahra) ?
        yes all of that!

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        • #19
          Nice to see such a niche (interest).


          When it is something I'm really a newbie about I like to ask the author's idea... what will be the final result (what is this all about after all)??

          I did that with DJ 5ive once while he told me what/how to make a soundtrack... he told me its vision and it went like this (after all hehe).

          [ame=http://www.youtube.com/watch?v=qAvaN1aCtf4&hd=1]s5e7 - YouTube[/ame]


          P.S.

          I'm just asking by curiousity... still thinking what is the "impossible" I can do with the codes (sometimes).
          Last edited by Mom; 05-21-2013, 07:25 PM.

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          • #20
            I swear I've run across a bugfixed version of the gpl progs release with notes commented in it... I think using that as a starting point (instead of trying to teach how to fix those odd bugs) would make it easier on a new modder; that way, you can teach some simple things, like changing a projectile speed and compiling.

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            • #21
              Theres bfeared's CleanQC which is bundled with qcide. thats where i always get mine.
              It has most of the QIP stuff added
              Also I host a continuation of that that gb has added the rest of the QIP stuff to over at gitorious.
              There is also a qc from scratch tutorial over at inside 3d, that walks you through adding everything from nothing...but it stops short somewhere.

              And lastly I havent laid eyes on it personally, but madgypsy has some sort of cleaned up qc with extras thrown in.

              But if rook is going to do the first post, i think it would be great to let him walk us through what he's already got in mind.
              Gnounc's Project Graveyard Gnounc's git repo

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              • #22
                My QC is actually cleanQC (that comes with qcide) with all the norefs vars removed. That's all. Super easy. Then I added just a couple of extras that were primarily written by other people. GB's rotating doors, dp extensions and sv_user (player physics) and lastly my lil triggerable weather BUT huge chunks of triggerable weather were written by LH and Seven, I primarily took their work and made it a trigger that can be inserted in a map via radiant (as opposed to sevens dp .ent and not a trigger way).

                My lil package is more focused on being the editor, A clean qc, and the compiler all ready to go with no bullshit. I never focused heavily on the "qc" of my files. It was always about unzip and go. Plus, honestly, I spent a very very long time making that syntax highlighter for QC. There was a lot of realizing what np++ already expects and what it is willing to accept. That's why QC is labeled as language D. D was the only predefined language that would accept all of my input, and creating a QC language was a no go. It kinda worked but for the most part np++ hated the new language.

                Actually, now I know more about what is actually necessary in QC. I will have to redo my syntax hilight. It hilights vars that are really just vars. For instance world is absolutely necessary, cnt is not. yet cnt is hilighted. I went down the entire defs and added every var and then colored it according to type (lol). I'd do it different this time.

                Also, thank you for mentioning my lil QC package. If you ever want to "lay eyes on it" jus lemme know and I will make a link.
                Last edited by MadGypsy; 05-24-2013, 06:23 PM.
                http://www.nextgenquake.com

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                • #23
                  no prob Weather triggers sound interesting, if I'm ever in need of some I know who to ask.
                  Gnounc's Project Graveyard Gnounc's git repo

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                  • #24
                    true , i noticed on the idsoftware ftp the gpl progs.dat is 1.01
                    not 1.06 luckly i found on lord havocs site he has the original
                    1.06 bugs included. theni stArted combing thru the errors phew
                    then theres the stuff in qip thats worthwhile etc
                    most "clean qc" zips miss things like the
                    self.flags =self.flags - FL_ONGROUND;
                    which IS a bug without a compiler warning
                    but documenting all the way thru a clean qc takes a while and
                    is laborious.
                    but i just wanna have a code base thats clean with abit of that explained
                    and then walk thru things like adding an observer cam or warp menu
                    or just anything anyone wants
                    so we can show how what where in the code so anyone can add to their own mods
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #25
                      i have played quake where it steels your ruin after you die and you need to go play e1 a second time to get it back. is this a bug that is in the 1.06 qc? if so rook can you tell how to fix it?

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                      • #26
                        So you mean, you are on episode 2 (e1m#) and u die and you no longer have the completed ruin from episode 1??
                        hmm never heard of this. but a quick cheat is to type impulse 11.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                        • #27
                          YEA that's what happens. it doesn't happen any more with using the smc. but it was something i remembered from when i was a kid that pissed me off. lol and I'm always down for a quick cheat!

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                          • #28
                            self.flags =self.flags - FL_ONGROUND;
                            which IS a bug without a compiler warning
                            --

                            Code:
                            self.flags -= ( self.flags & FL_ONGROUND );
                            right?

                            ( self.flags & FL_ONGROUND ) will return 0 if it isn't already assigned or the value of FL_ONGROUND if it is. This way you aren't just subtracting the value of FL_ONGROUND without it even being factored into self.flags. It's basically a conditional.

                            Code:
                            if ( self.flags & FL_ONGROUND )
                            {
                            	self.flags -= FL_ONGROUND;
                            }
                            Last edited by MadGypsy; 05-25-2013, 06:06 AM.
                            http://www.nextgenquake.com

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                            • #29
                              I think that a forum thread is a very bad way to coordinate this; it's really hard to follow any one line of thought in threads on this forum. Eventually the thread will have 577 pages full of large signatures, random youtube videos, truck images and code snippets that may or may not work or even be important and no one is gonna read all of that.

                              This just made me realize how hard to read this forum actually is, visually. Grey, brown, yellow is pretty horrible on the eyes when you're trying to learn coding.

                              The code formatting on this forum is also bad - grey boxes separated by brown text.
                              Scout's Journey
                              Rune of Earth Magic

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                              • #30
                                ^Truer words have never been spoken. R00k should make a blog.
                                http://www.nextgenquake.com

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