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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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QuArK Built In QuakeC Editor 
I've decided to use QuArK to start getting into quake modding (and I know it's not the best pick) but I like it as a full IDE. I was going to only use it for models and maps but by chance I found it supports QuakeC files with syntax highlighting, now the problem is that I don't really get it what exactly a QuakeC patch is that QuArK can make. I don't need to recompile id1 to get the progs? I'd really like to see a few examples. Another problem is that the text editor breaks spacing and cursor position after I put a bracket when syntax highlighting is on: https://x0.at/JDv2.png
Any way to fix that without disabling the highlighting? 
 
And now I just figured that whenever I try to "compile the QuakeC patch" within QuArK all I get is a memory access violation error...
https://x0.at/rufa.png 
 
You might consider using Visual Studio (freeish) and not using the QuakeC syntax and use real C syntax which fteqcc supports naming all your source files monsters.c or defs.h

Then you can autocomplete and go to definition and search/find like a true final boss.

It is known way to be productive in QuakeC, and a number of successful projects have a .vcproj file or similar in their QuakeC source dir.

And then just make .bat file shortcut on the desktop to fteqcc in your qc folder to compile your source. 
 
THanks for the reply, I am aware of other ways to work with QuakeC. Im just very curious about how it works in QuArK after seeing this video: https://www.youtube.com/watch?v=XB_em-5m7Z4
I have a little experience (really little) coding in QuakeC but I always thought you need to do changes to the existing sources and then compile them into a dat file although in the video just one QC file was used somehow 
 
I have a little experience (really little) coding in QuakeC but I always thought you need to do changes to the existing sources and then compile them into a dat file although in the video just one QC file was used somehow

What you thought was correct. Quark is not doing anything magical here - it's simply that the video has given you the wrong impression. The mod has been compiled earlier, using all the QC files off-camera. The video starts with the mod already compiled, and just happens to have one of the source files open on screen. 
 
Thank you for clarifying! May I also ask how to configure visual studio to work with QC? I only have experience with compiling the sources using FTEQCC directly 
 
You just have an empty project, drag files into the project and use it as a text editor.

I do the same thing you do to compile. I use the fteqcc directly (although I always use the fteqccgui for errors).

Visual Studio cannot compile QuakeC. The point is the code editor only. 
 
Also is there code highlighting in fteqccgui? According to some screenshots there is such functionality, but I have no idea where it's adjusted. And I noticed by rightclicking on something it can show the definition of that but it never works saying "there is no name currently selected", I tried to rightclick on a selected text and that didn't work too 
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