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Got any suggestions on fixing the progs106 source apart from QIP fixes?

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  • Got any suggestions on fixing the progs106 source apart from QIP fixes?

    I'm beginning to work on SmashQuake again, hopefully seeing the mod through to the end. I plan on doing it right this time, including the source code and documentation. However I want to make sure I don't shoot myself in the foot.

    The first thing I'm doing is I'm taking the original progs106 source code and I'm going to compile it with many warnings so I can clean the code up a bit. Then I'm going to apply the fixes, enhancements, and workarounds from this site.

    My question is do you guys suggest any other quakec code fixes that aren't on the QIP site? Once all of these modifications are added, I'll keep that source as a clean, ready-for-modding source code for any future deathmatch/coop style mods I may work on in the future.

    --

    On a side note, I'm leaning towards not bothering with the 'autoaim for clients' and 'skin support' enhancements. Those don't seem useful for today's playerbase. That or I'm misreading what the autoaim for clients enhancement is.

  • #2
    My first suggestion really, is to use v1.01, not v1.06. because v1.06 was intended to be released as gpl, but wasnt, it's license status is unofficial.

    gb and I updated v1.01 with the improvements from quakeworld (which WAS properly gpl'd), and those cover anything in v1.06, thus circumventing any licensing issues.

    gb also added in the QIP fixes.

    My cleanqc repo is that project. at some point i began adding in my own code to it as well, i should probably go back and mark the last version that is qw+qip improvements only and none of my code, so people can have that (which was my intention).

    https://gitorious.org/quakec-v1-01-clean

    I'm told by cobalt that there is a problem in weapon cycling due to my meddling. i cant verify that because my pc is borked atm, but when i get a new pc it will be fixed post haste.

    I moved obits into a new string field called killstring, i'm told there is a minor bug there as well. You can ask cobalt for the fix to that one also.

    I say poke around my cleanqc v1.01 and see if you like my additions, if you dont, roll back to a previous version (ill post again to tell you which one is free of my personal tweaks)
    Gnounc's Project Graveyard Gnounc's git repo

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    • #3
      https://gitorious.org/quakec-v1-01-c...295b7b61fc7bcb

      theres the last commit that is purely known bugfixes.

      After that I started cleaning up obits, sightsounds, whitespace, renaming spawn functions and their related qc files to match, separating monster qc files to their own folder, and adding helper functions for modders to look items names, id's, hud icons, and models.

      I'll be watching this thread with great interest to see if theres any suggestions that i might like to shove into my repo.
      Gnounc's Project Graveyard Gnounc's git repo

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      • #4
        What exactly are the QuakeWorld enhancements? Are we talking about stuff like prediction latency aiming? I'm really hesitant to meddle with anything quakeworld as that and netquake feel completely different iirc, which could mess with what I'm attempting to mod for netquake.

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        • #5
          no, the quakeworld enhancements we put in are only code that was in v1.06 and quakeworld, but not v1.01. we took them from qw to avoid the licensing conflict. its things like cycleweaponReverse(). Its nothing thats actually quakeworld specific
          Gnounc's Project Graveyard Gnounc's git repo

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          • #6
            Oh nice. I have the code downloaded so I'll check it out when I have the time. I'll let you know if I spot anything cool. Thanks mate

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            • #7
              Yea, I think your line of code in CycleWeaponCommand () at the very end was

              Code:
              if ( (self.items & self.weapon) && self.weapon == 0)
              self.items is an immediate field, so if it changes like perhaps you run into a quad or another pickup - there might be a loop condition possible, so I changed that line closer back to what 1.06 had:

              Code:
              if ( (it & self.weapon) && !am)
              This way we keep that float to what .items are when the function is first called and no need to worry about such a mishap.

              I thought the crash loop happened once again after I put in the changes, and now that I think of it , maybe it was not this function actually causing the crash because it always happened after a level change, so if it was really this code it would have happened all the time. Ever since we did some work on the parms have never saw the crash, so maybe its ok.



              Originally posted by gnounc View Post
              I'm told by cobalt that there is a problem in weapon cycling due to my meddling. i cant verify that because my pc is borked atm, but when i get a new pc it will be fixed post haste.

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              • #8
                Oh and BTW, I saw that fix by Supa. In our Creepcam2 mod, it did not seem to help much so I borrowed a fix I did for my TEKBOT_CTF+ mod years ago:

                Place at end of PutclientInServer ():
                Code:
                	//stuffcmd(self, "-attack\n");            // Supa, prevent shooting after respawning in MP
                	self.attack_finished = time + 0.8; // Cobalt this is better

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                • #9
                  again : ) thanks for the feedback
                  Gnounc's Project Graveyard Gnounc's git repo

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                  • #10
                    While everyone else has provided valuable feedback that is "on topic", I thought I would share some less specific advice of a more general nature:

                    Digdogger hates certain kind of sound.

                    In days gone yonder, a wise man shared this insight with me. And today, I am passing that knowledge on in the hopes that you can benefit from that wisdom.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                    • #11
                      You.. want me to program a Zelda boss into Quake? I can't tell if you're being completely random or I'm totally missing the wisdom in these 8-bit words

                      Comment


                      • #12
                        Originally posted by Canadian*Sniper View Post
                        I can't tell if you're being completely random or I'm totally missing the wisdom in these 8-bit words
                        The question is immaterial. The wisdom conveyed is all.

                        [That plus I had to pay 20 rubies for that scarce information, which by today's standards would be --- well, probably a lot more rubies --- although I admit I have not kept up with that specific market to see how such an investment would compare so there is room for error. However, even at current market rates one would expect quite an increase even before accounting for inflation. So you know the advice has to be very valuable!

                        Either that or I have extra beer left . Or at least I did a few minutes ago.]
                        Last edited by Baker; 10-28-2014, 07:35 AM.
                        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                        • #13
                          Really? All i got from him was some ramblings about eastmost peninsula being the key. That old mad was nutso. But listen when i tell you, Dodongo hates smoke.
                          Gnounc's Project Graveyard Gnounc's git repo

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                          • #14
                            Honestly, I'd suggest you compile the gpl progs.dat v1.01
                            then save the error/warnings output to a file and name it 101error.log
                            then find those bugs on the QIP page to see the how and why they are bugs. (press the 'COME GET SOME' link)
                            compare 1.01 to 1.06
                            compare both to gnounc and gb's Clean GPL source.

                            A good way to learn QuakeC is by understanding the donts.

                            also comb thru these http://forums.inside3d.com/viewforum.php?f=2
                            Last edited by R00k; 10-28-2014, 09:12 AM.
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                            • #15
                              Cheers R00k!

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