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Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
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@Tribal 
Thanks for these links. I am looking at adding some of the custents features for sure. 
 
I think the "same name texture" crash mentioned on that page is only in GLQuake and derived engines. 
@esrael 
I agree about the item not triggering it's targets if it hasn't been picked up, that is definitely not a bug, it makes total sense for an item to not do anything if the player touches it but can't interact with it for whatever reason, like if their ammo is full or they have full armor or they already have that type of key in their inventory. Not to mention that a vast majority of maps are designed around this mechanic one way or another, like key traps triggering when the player, you know, picks up the key or encounters that get triggered when you pick up a particular weapon or powerup like quad damage

Now if we're talking about keeping the player from picking something up if they already have enough of it that's another story, it would definitely be nice sometimes if some things like ammo or health only gave themselves to you if you actually needed that much, it would definitely help prevent wastefulness by picking them up on accident when you don't really need that much yet 
@esrael 
I agree about the item not triggering it's targets if it hasn't been picked up, that is definitely not a bug, it makes total sense for an item to not do anything if the player touches it but can't interact with it for whatever reason, like if their ammo is full or they have full armor or they already have that type of key in their inventory. Not to mention that a vast majority of maps are designed around this mechanic one way or another, like key traps triggering when the player, you know, picks up the key or encounters that get triggered when you pick up a particular weapon or powerup like quad damage

Now if we're talking about keeping the player from picking something up if they already have enough of it that's another story, it would definitely be nice sometimes if some things like ammo or health only gave themselves to you if you actually needed that much, it would definitely help prevent wastefulness by picking them up on accident when you don't really need that much yet 
Cleaned Up Code 
I should mention that the changes in the cleaned up code are only to eliminate compiler warnings, there aren't any bug fixes or behaviour changes. Just wanted to set the right expectations for it. 
@Preach 
Thanks for the clarification. I am still very much in the copy and paste fingers crossed stage of qc. I believe c0burn wants to release a bug smashed version of the code eventually. That's a great project IMO. 
#2630 
Result is that a player in fight with an Axe_ogre will get pissed. If player is shot from distance, the ogre won't walk to the player's body. 
@madfox 
the point of doing it in ai_run is that:
a) self is the ogre that should do the widdle. there is absolutely no need to call find (because you can just use self). there is no need to loop etc (each monster will call the function at some point anyway).
however, you really ought to only do that logic if self.classname is actually what you expect. you don't really want scrags trying to widdle.
b) the player that its trying to urinate on is already stored inside self.enemy. This means that you don't need a seperate leakentity field - just use self.enemy! (do note that you'll want to avoid the self.enemy=world line if the ogre is meant to start widdling.) 
@Spike 
Thanks for your answer. Sorry I'm such a noob at coding.
If I use the self argument, how do I make it fit in?

As it is an experimental src, so maybe it is better to show an example
of what I am trying to do.
MF_Qtest00 
Heh 
here's a demo of Qtest

the main problem, the "new" monsters seem too much overpowered (especially vomitus)

noticed a couple of issues, check the demo

http://quaketastic.com/files/demos/spy_MadfoxQtest_demo.rar 
Queer Queen 
Just finished a nice trick to change the serpent into a quaddam.
But don't touch it, cause it lives.., a bit husling with the skin file.

Yes, the src has a MISSILE weaponcode for each monster,
wizard is also much too strong. Number code for weapons won't work. Still beta.

Thanks for the demo, I'll look at it! 
@Spy 
You made your way quiet advanced on hard skill. Spy.
The missing sounds are qc depended.
I turned a bit strayed with the qtest.qc. adding the monsters,
especially the dragons, caused a lot of changes.

I assume the forced demo end had something to do with crashing,
it is still beta version, already glad it runs.

Thanks for taking your time. 
Partial Cross Post 
I am just getting started "cutting and pasting" QuakeC. I followed Preach's revised tutorial on monster spawning here:

https://tomeofpreach.wordpress.com/2017/10/08/teleporting-monsters-flag/

I'd like to add a small random delay automatically to each teleporting monster as you can do in Quoth. I am using custents multiple triggers to trigger these delays spawns. Similar to Quoth, it would be nice to have a little variation on the timing if the monsters all share a targetname.

I've tried a few things already, being exceedingly cautious not to mess up this code I can barely comprehend. I'm wondering if anyone would like to give me a hint of how to approach this little addition. 
 
Add a new function:
void monster_teleport_delay () {
self.think = monster_teleport_go;
self.nextthink =time + self.wait; // or self.delay if you prefer that
};

Then in your monster_teleport() function change self.use to be monster_teleport_delay; instead of monster_teleport_go.

DISCLAIMER: Untested. 
@qmaster 
thank you for the help... I will try this after work this evening! 
@qmaster 
Newb question: would this mean I need to add a wait or delay key value to the entities? I don't mind setting it manually but wanted to know if this is how this method works. 
Alternative 
If you don't want to set a wait value manually, instead of using self.wait in that code you can generate a random number between 0 and 1 using random() instead.

Can you see how to adapt the code to use random to create a delay of between 0 and 1 seconds?

How about a delay between 0 and 2 seconds?

What about between 0.5 and 1 seconds? 
... 
Obviously I posted that before reading the other thread. 
@Preach 
No worries thanks for the great tutorials. I am enjoying messing around with QC finally. Next, I am going to try and figure out a silent spawn without the tfog and audio next. I think I can do it. 
// 
 
Decision Made! 
After trying to implement random timings I felt it better to go with self.delay. More work but more control for the mapper. Thanks everyone! 
Te_lightning, Etc 
/*==========
te_lightning
==========*/
void(vector v1, vector v2) te_lightning =
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING1);
WriteEntity (MSG_BROADCAST, world);
WriteCoord (MSG_BROADCAST, v1_x);
WriteCoord (MSG_BROADCAST, v1_y);
WriteCoord (MSG_BROADCAST, v1_z);
WriteCoord (MSG_BROADCAST, v2_x);
WriteCoord (MSG_BROADCAST, v2_y);
WriteCoord (MSG_BROADCAST, v2_z);
};

Writing some TE_ helper functions has gotten me curious. WHY is there an entity parameter needed for the lightning, beam, etc? Is it safe to just write world? 
 
I figured it out. It uses the entity as the start point regardless of the co-ordinates passed. And this is why the lightning beam starts at the origin of the player, regardless of anything else. 
 
beams last 0.2 seconds. QC respawns them every 0.1 seconds.

the entity argument is just there to avoid the resulting double-beams issue (trying to depend upon precise timing would be too unreliable with network latency etc, hence why they last longer).
Using world would break when you have two players firing beams, although some engines do understand world to mean 'don't replace any beams'.
tbh 99% of the time that entity arg will be self.

ignoring the startpoint and using the player's position is just to smooth things out so that the player doesn't leave the beam behind when moving sideways etc.

note that there's already an engine extension to provide those as builtins (with that name), so beware of potential conflicts if a modder uses *extensions.qc. 
W_FireLightning Start Origin Incorrect On Players? 
original code has

LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);

(even URQP has it that way)

But i had long changed it to

LightningDamage (org, (trace_endpos + (v_forward * 4)), self, 30);

this is especially obvious when shooting from RL window on DM3 and aiming at someone on the lower bridge.
this is because:

org = self.origin + '0 0 16';
traceline (org, org + v_forward*600, TRUE, self); 
 
The original is "waist lightning". Darkplaces has specific settings to let you pick which style you prefer, waist or gunpoint. 
@QMaster 
That only fixes the position of the bolt VISUALLY, which is what Spike was explaining. The above fixes the tracelines/damage as well. 
 
ya the original deals damage from the gun but visially it came from the hip
i keep confusing myself that sel.origin is the bottom of the model
where the feet touch the floor 
Trigger_push Project 
Still taking baby steps into QC with very little coding background. Wanted to check with experienced coders. This bit of code makes a trigger_push silent with a spawnflag. It appears to be working fine in game and no errors in FTEQCC but I feel like the syntax is still wrong.

Next steps will be to learn how to toggle it and add custom sounds.

//============================================================================

float PUSH_ONCE = 1;
float PUSH_SHHH = 2; //DMS push silently

void() trigger_push_touch =
{
if (other.classname == "grenade")
other.velocity = self.speed * self.movedir * 10;
else if (other.health > 0)
{
other.velocity = self.speed * self.movedir * 10;
if (other.classname == "player")
if (!(self.spawnflags & PUSH_SHHH)) //DMS
{
if (other.fly_sound < time)
{
other.fly_sound = time + 1.5;
sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM);
}
}
}
if (self.spawnflags & PUSH_ONCE)
remove(self);
};


/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
Pushes the player
*/
void() trigger_push =
{
InitTrigger ();
precache_sound ("ambience/windfly.wav");
self.touch = trigger_push_touch;
if (!self.speed)
self.speed = 1000;
};

//============================================================================ 
 
You could also check the spawnflags in the spawn function and only precache the sound if needed. 
 
Quakedroid would be about the only reason not to just precache everything. 
 
What does this mean?

if ( (rand()&3)==1 
 
if ( (rand()&3)==1
rand() returns a number between 0 and RAND_MAX.
&3 truncates all but the lowest 3 bits (so a random number between 0 and 3 inclusive).
==1 gives you a 1-in-4 chance of being true.
and there's no closing bracket, so the entire thing is a syntax error and won't even compile.

of course, rand's randomized bits are generally least reliable in the lower bits, so the above might be quite predictable, but it depends upon the rand implementation. 
Sv_move.c 
Truncatorial bitwise AND. Mkay.

So 25%ish chance in movetogoal to "bump around" using the wall following code if the monster can't step in the direction of its .enemy

I guess that makes (rand()&1) evaluate to 50%ish chance. 
 
lowest 2 bits, sorry. and yeah, bitwise and.

movetogoal is just all kinds of screwed tbh. its very much an attempt to replicate doom's monsters, but in a way that's 5+ times as expensive due to all the floor checks etc. it can't slide along walls so can't deal with narrow passageways, etc. it works well enough, but its far from ideal. 
 
Its strung out multi-function calling madness yes. Trying to recreate it. 
Which Coordinates Do I Use For ReMStud? 
So I got the save file and the console output, but I can't seem to find the correct coordinates for putting the camera in one place and a place to view it. What set of coordinates do I use for the 3 sets I'm given from the console output? 
Info_camera 
Not sure it is what you're aiming, but in a mapeditor with a viewscreen it is easy to turn the view camera and the info_camera aligned.
Just make sure the arrow of both viewpoints are the same. 
Rotfix 
https://mega.nz/#!piwDiK5B!Kc90JQEftzSbvCJSANqZNNpg-8yXboPY8rr4JiUCUIk

Here is a rotfish fix I knocked up for otp. It fixes the fish count, makes fish gibbable, makes them non-solid straight away when dead, and includes a fixed fish.mdl due to the bugged head size in the death frames.

It's all combined in a pak2.pak so it can be used as an id1 fix if you drop it in there.

Source is included, only fish.qc and monsters.qc have been modified however. 
Thanks! 
 
Qdefmake 
Download: https://mega.nz/#!B2wTVa6A!RmkzKaD4VHhOX0zpz9QJjqKtwtKiRxEixT0AUMOtBLk

This is a command line based tool which will read a QuakeC progs.src and all .qc source files listed within, and output a .DEF file compatible with a map editor such as TrenchBroom. http://kristianduske.com/trenchbroom/

This assumes your QuakeC source files contain /*QUAKED*/ style definitions such as those found in the original id software QuakeC sources, as used by the original QuakeEd. For example, from items.qc in the original source:

/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
*/

This makes the laborious task of hand creating a .DEF file a thing of the past, as long as you include the relevant entries in your QuakeC sources when adding or amending entities. While not as powerful as .FGD files, .DEF files have a place and can be a quick way to add map editor support for your new mod!

Source code is included as a simple .c file, which should build on any C99 compiler. 
 
Oh!! That's what those hideous comment blocks are. I figured it was just a way for someone to copy and paste it over into some wierd editor definition in case they lost it. It sounds cool but I still don't understand the use case.

What other formats are there other than .def and .fgd? 
 
The use case is that the original QuakeEd (that id developed and used on NextSTEP to make the original maps) parsed the .qc files and used those definitions to display what entities were available.

The modern use is that all the entries can be stuffed in a .def file and trenchboom (etc) can use them to populate the entity list.

I'm not aware of anything other than .def and .fgd, but maybe there are other formats in use in some of the more esoteric editors. 
Not Convinced 
This makes the laborious task of hand creating a .DEF file a thing of the past, as long as you include the relevant entries in your QuakeC sources when adding or amending entities. While not as powerful as .FGD files, .DEF files have a place and can be a quick way to add map editor support for your new mod!

This is a bit of a tautology - the reason those comment blocks were there was so that ID could write the .def file inline, and then extract it into a single file using a command line tool. The comments don't do anything for the QuakeC processing of the file. You're basically saying you can take all the effort out of writing the .def file, so long as you've already written the .def file. 
 
Thats true however I think the original QuakeEd read the QC files directly at launch and there never was a tool to pull the definitions out into a .DEF. I may be wrong though. 
That's True 
quakeEd already supported cleanly ignoring anything that wasn't contained in a /*QUAKED */ comment block, and when I discovered I could just point qe3 at lunsp2/src/*.qc instead of maintaining a separate .def file an angel got its wings

(the other clue to this is that the comment blocks start with /*QUAKED in the first place ...) 
Would Be Nice If 
There could be a utility that generates a list of all functions in the qc like so:
Function(float arg1, vector arg2),called 0 times, precache Yes
W_Attack(),called 1 times,
weapon_blaster(), called 0 times, precache Yes
Etc.
Etc. 
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