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please help! need help on mod making! first time! dont know what progamming languge(s) to use! S.O.S | Locked | |
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Aug 26 2004 Anchor | ||
please help me!!!!! -- i think hammy bob is not hammy, but he is! -------------------------------------------------- |
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Aug 26 2004 Anchor | ||
C++ is the standard coding for making mods. If you aren't at least fluent with the language, then it's going to be a hard time to start off with it. Trust me, coding is some of the hardest stuff, and you'll probably want to go through some training first before attempting it. It'd be best if you tried other things first, like mapping or modelling. -- "He who fights with monsters might take care lest he thereby become a monster." |
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Aug 31 2004 Anchor | ||
Yeah i agree, C++ is very difficult and can seem almost impossible if you havn't done any type of programming before. A good idea is to start on a basic language such as Comal 87 which will break you into low level programming and it's easy to pick up. Althogh these are rough guidelines, its never a bad idea not to start C++ straight away because in time, like most things, you will get proficient and use to it and it will give you a head start in University if you choose to do a programming course. I hope this helps you, |
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Aug 31 2004 Anchor | ||
I picked up C++ quite easy.. when I was 11.. with no prior experience in programming Although I was young, and it took me longer (a few years as opposed to a few months) to learn the more advanced things and be able to use them properly and wisely --
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Aug 31 2004 Anchor | |
Well, C++ looks pretty hard for me, the only programming language I know is Turbo Pascal, but it's not for modding really. Yeah, C++ is a standard, sometimes mixed with other programming languages/scripts. I wonder if someone's still using Assembler. :] |
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Sep 2 2004 Anchor | ||
Download the SDK and you will see that the files are in C++ format in the source code section. |
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Sep 2 2004 Anchor | ||
the syntax of C++ is easy but writing useable and good code is hard. by best suggestion if you don't want to spend years learning the language is to buy 2 books. 1) any C++ book and the 2nd) Design Patterns. Design pattersn by the gang of four teaches how to design OO code by example. --
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Sep 3 2004 Anchor | |
One question, |
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Sep 14 2004 Anchor | ||
I agree with slye_Fox.. generals yes uses a sort of "dedicated" language.. c++ is not the case for sure. btw.. if u want to learn c++ go for it, just be patient and if u have at least one book it is perfect because it helps you a lot. -- Appear In my scope if u wish to die. varactor |
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Sep 14 2004 Anchor | ||
the ini scripting is not a "language" at all, its just a projectile/weapons/units definition file -- |
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Sep 14 2004 Anchor | ||
Theres some other games that do that. The best thing is to ACTUALLY do code stuff, dont just read over the examples and be like I get that and wait till you "know it all" to do something. Code and type every little example in the book. Then it will stick. |
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Sep 19 2004 Anchor | |
i have a game programming starter kit with visual c++, SRMA 3d(an animator) and genisis 3d. |
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Sep 22 2004 Anchor | ||
I suggest you first learn something easy like Basic, or Visual Basic, before progressing to C or C++. C++ is now the standard language, but C is also useful. |
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Sep 26 2004 Anchor | |
Didn't Quake just use standard C ? You could always get that and start off with a test demo to start you off and the road to greatness? Alot of poeple have started in just that fashion. too. Then while learning that and developing your skills you start off with the engine flavor you want and then start building off of that. --
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Sep 26 2004 Anchor | |
Quake did not use C for game logic. -- < insert subject games here >
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Sep 26 2004 Anchor | |
Ok I was wrong I had thought Quake had used C as its code Sorry just trying to offer a suggestion. --
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Sep 26 2004 Anchor | ||
somewhat.. uses C for goalpoints and some internal functions. but for the most part the AI along with much of the other clientside material is QuakeC related. But the engine was coded in C |
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Sep 26 2004 Anchor | |
So I was correct in part but not whole? Oo;;; --
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Sep 26 2004 Anchor | |
I said game logic, not engine. -- < insert subject games here >
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Sep 26 2004 Anchor | ||
thats very vague. the ai and much of the background elements, basically all server side functions are in C, whilst client fnctions in the most part are through a highly inapt quake1 based language called quakec. Quake1 uses the engine, built in C in contrast with the client end material built in QuakeC, QC for short. scratch a bit of that.. the goal entity functions and core elements of the AI are server side engine based. whilst shooting, running, frames and interaction past chasing is mainly qc based or client based. Edited by: ChrisPage |
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Sep 26 2004 Anchor | ||
Explanation: The Quake engine is written in C. The engine in turn runs a QuakeC 'virtual machine', which runs a 'binary' compiled from their own language QuakeC (based on C). The QuakeC code contains most of the game logic. AI, weapons firing, game rules, etc. If the QuakeC code is eliminated as much as it can but still be able to run, then all you'd be able to do is walk around (can't jump, no items, doors or teleports would exist, etc). Certain functions that are a little math-intensive are actually in the engine code to preserve speed. These include physics and pathfinding. Since the QuakeC code is all server-side, stuff such as the HUD, menu, and other things are still in the C engine code. Edited by: Sajt --
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Sep 26 2004 Anchor | |
So my 1st post in question was correct then? --
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Sep 26 2004 Anchor | ||
DONT BE A LOSER LOOK AT T3H TUTS!!! --
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Sep 26 2004 Anchor | |
Oo; I'm done. Try or if you want to get your hands dirty there ya go those two would be your best bet... |
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Sep 26 2004 Anchor | |
knock yourself out |
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