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Quake C v2.0 | Locked | |
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Jan 16 2016 Anchor | |
After a short deliberation I have decided to re-christen qc++ v1.07 as (drum roll...) quake c v2.0
Now for a new achievement in quake c - with the existing override code I needed to make Q one work.
Completely eliminates the need for any item spawn code - ANY item, even new stuff.
The same thing can be done for monsters. Re-writing the existing code to be more generic and use that style All of this:
Gone. They will not be needed. Archon mod had 217 map codes for new items that doesnt include the nodules, power runes, crates, cubes, etc. On top of this admin / item control will be much easier. There is always a catch of course. As the chaos mod mark III code base takes shape, it could get pretty wild. |
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Jan 16 2016 Anchor | ||
Sounds interesting. I have seen these refered to as "Quaked" entities in the old days. Essentially any item thats part of the map is what that means. I know in the worldspawn function if you do nextent (world) up to however many maxplayers is set to , it wont go past that maxplayers number, as those player slots are now set up. Technicly no other ents are spawned as of yet, till _X_ number of frames....which is where things get tricky because depending on CPU speed and what engine and ticrate / frametime is running, means not all "Quaked" ents are not spawned yet. Edited by: Teknoskillz |
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Jan 17 2016 Anchor | |
"QUAKED" was a series of comments in the source code: /*QUAKED item_artifact_super_damage (0 .5 . (-16 -16 -24) (16 16 32) Those often get put in some kind of file for editors to reference, like "entities.def" for radiant. // entity 115 That is my editor trick to spawn a backpack with the indicated stuff. When the engine loads the map, it processes the worldspawn and its brushes And technically my new method has just as much qc to run. Possibly more. This still happens blazingly fast. The big slow down in my testing seems to be precache. Because it loads all kinds of stuff plus the models and sounds called -- \|/ |
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Sep 15 2016 Anchor | ||
those are spawn functions. the engine reads the entities when it loads the map and finds those functions. why reinvent the wheel. your wasting time doing things that seem interesting yet useless. hope you dont lose wind bewfore u finalize your project. and i think you will graduate from highschool before you do finish, so stop wasting your time on quake. it is dead |
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Sep 16 2016 Anchor | |
>why reinvent the wheel. Because I got tired of maintaining a code base of spawn functions for an ever increasing pile of items. >your wasting time A Wizards (or a coders) time is never wasted! Perhaps frittered away foolishly. But even that, if enjoyable, is not a waste. >hope you dont lose wind You worry about your problems - I'll take care of my own, thanks. And I graduated before doom was released. -- \|/ |
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