Announcement

Collapse
No announcement yet.

Need help Compiling Progs.dat

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • turtlevan
    started a topic Need help Compiling Progs.dat

    Need help Compiling Progs.dat

    Help Merging Progs.dats
    Hello Fellow Quake modders.

    I need help merging Seven's "Small Mod Compilation"(SMC) with RocketGuy's "RQuake Team Cooperative"(Rquake). My goal is to add Sevens awesome Special effects such as (Gibbing, blood stains, torch lights, flies, etc) to RocketGuy & Lardarse's Rune Quake Team Cooperative Multiplayer modification.

    Rquake and SMC both have their own "progs.dat" file which must be merged together into one file somehow so that quake reads it and uses both. My end goal is to record multiplayer demos that I already have stored on my PC, so this should not cause any conflicts of joining Rquake servers with mis-matched progs.dats. The progs.dat could be modfied to any desire as long as the demo replays succesfully.

    As it stands now, with Rquake progs.dat the dead bodies disappear into the floor, there is no multi-skin/model support, and the only thing that works from Seven's SMC is the "effectsinfo" particle effects. The multi-skin does not work, the particle torches do not work, many things do not work.

    I've messaged Cobalt and Seven for help doing this. If anyoen has some input as to how I might be able to merge Seven's content with Rocketguy's content please let me know. I could theoretically just send Seven the source for Rquake with the progs.dat and request that he add his special SMC progs.dat information to it, but it seems like that may become a lot of work that is unrelated to his mod compilation project.

    Thanks for any input anyone in the community has to offer me.

    Thank you.

    TV

  • MadGypsy
    replied
    hmmm, it seems that I was unclear in my post, as people seem to think that i am going to make this. I have no intention of making this, I could tell you I will make it and then when I can't find the time to actually do it, people will be hella disappointed in me. So, instead of writing anymore checks that I cannot cash, I will just tell you now, there is no way.

    It's not that I don't want to. On the contrary, if this was something that you guys needed (and I had the time) I would be honored to be the one to build it for you. That's why I posted the code. Maybe someone here has some PHP/HTML/CSS experience and they can take my above model and "broaden" it.

    all you need to make it a working model is a register/log in system and a save button. There are like 5 billion tuts on the internet that show you how to make both. Keep in mind though, that if you are gonna program in PHP you have to have a server. Google "XAMPP portable" and you will have such a thing.
    Last edited by MadGypsy; 04-23-2012, 11:15 PM.

    Leave a comment:


  • Spirit
    replied
    https://github.com/ether/pad

    Leave a comment:


  • Cobalt
    replied
    Interesting, looks kind of like what I had in mind. It would make adding that chasecam you and I were gonna try to port over alot easier to do for example.
    There is this other site Pastebin.com - #1 paste tool since 2002! where you can post one page in a non tab style, however its not really feature rich as it were.

    I like the way SVN can manage these kind of things, as it allow you to collaborate with others , and there is like a change log you can look at where other people can make notes of the things they changed, and you can read about it. Lord Havok has this with his Darkplaces releases for example.

    Originally posted by MadGypsy View Post
    there is nothing to this.

    Leave a comment:


  • Cobalt
    replied
    Hi TV:

    No I do not beloieve so. Demos are pretty much like mp in-game packets condensed into a file telling the engine what to do. If you used different models and sounds , yea, those would appear different looking in the demo. But lests say you wanted to see the nailgun nails shoot from the more improved position like in SMC, that would mean recodring a new demo with that SMC progs.dat which would now record the nails new starting position in that frame.

    Originally posted by turtlevan View Post
    Cobalt would previously recorded demos show the effects of modified .qc files when I replay them?

    Leave a comment:


  • MadGypsy
    replied
    there is nothing to this. Excluding my stylesheet, this is 27 lines of code and you could even erase the "if(!defined('SITE..." line.This does everything you see in the pictures above (except the style part).

    Code:
    <?php
    	if(!defined('SITE')){ exit("this page does not exist"); }
    	(isset($_GET['t'])) ? $tab_content = $_GET['t'] : $tab_content = 'client';
    	$url='';
    ?>
    			<ul id="<? echo $tab_content ?>" class="tab_bar">
    <? 	if ($handle = opendir('content/')) {
    		while (false !== ($entry = readdir($handle))){
    			if ($entry != "." && $entry != "..")
    			{
    				$base_name = preg_replace('"\.(php|html|qc)$"', '', $entry);
    ?>
    				<li	class="tab_item"><a class="simple_tab <? 
    				if ($tab_content == $base_name){
    					$url = 'content/'.$entry;
    					echo "active_tab";
    				}else{
    					echo "inactive_tab";
    				}?>" href="<? echo  'index.php?t='.$base_name; ?>"><? echo $base_name; ?></a></li>
    <? 	}}} ?>
    				<p class="clear">&nbsp;</p>
    			</ul>
    			<div class="tab_content">
    				<textarea class="display_controller">
    <?	include $url ?>
    				</textarea>
    			</div>
    actually here you can have the style too
    Code:
    	ul.tab_bar	{width:100%;background:#222;border-bottom:1px solid #777;}
    		li.tab_item	{display:inline-block;float:left;list-decoration:none;width:auto;margin-bottom:-1px}
    		
    			a.simple_tab	{border:1px solid #777;border-bottom:0px;text-align:center;padding:10px;display:block;width:auto;text-decoration:none}
    			
    			a.active_tab	{font-weight:bold}
    			a.active_tab:link,	a.active_tab:visited 	{background:#777}
    			a.active_tab:hover, a.active_tab:active		{color:#BBB;cursor:default}
    			
    			a.inactive_tab	{}
    			a.inactive_tab:link,	a.inactivee_tab:visited 	{background:#555}
    			a.inactive_tab:hover, 	a.inactivee_tab:active	{background:#777;cursor:pointer} 
    			
    	.tab_content	{width:100%;height:auto;background:#777;min-height:600px;
    				box-sizing:border-box;-moz-box-sizing:border-box;-webkit-box-sizing:border-box;padding:5px; /* inner padding */
    					}
    		.display_controller{height:600px;width:100%}
    Last edited by MadGypsy; 04-23-2012, 01:20 AM.

    Leave a comment:


  • turtlevan
    replied
    Thanks Michael. Interesting stuff (I have no idea)

    Sounds like this would allow the community to collaborate on a large project.

    Leave a comment:


  • MadGypsy
    replied
    making an online notepad to display .qc files would be pretty damn easy. Oddly enough I am working on a dynamic tab system for a website right now that uses php to get a dir listing and spit out tabs according to the folder contents. Then of course you click a tab and it opens it's contents in the tab_content area. Having the document open as a populated textarea would't be all that hard. Then your just a save button away from being able to save it.

    It would be low-brow (no syntax hilighting etc) but it would work for the purpose that you stated. a simple register/log-in system could handle who gets to actually edit the files. With one admin approving registrations.

    I'm sure writing a "find/find next" wouldn't be that complicated in javascript. You can do all of this already in notepad++ you just don't have the "multiplayer" option.


    EDIT: yup, see. I changed like 4 lines of code and dumped a few .qc's in the folder. Works like a charm and it's editable.





    Michael
    Last edited by MadGypsy; 04-23-2012, 01:01 AM.

    Leave a comment:


  • turtlevan
    replied
    Cobalt would previously recorded demos show the effects of modified .qc files when I replay them?

    Leave a comment:


  • Cobalt
    replied
    Hi TV:

    Yes, its not a hard task really but just time consuming, because you would have to make up a list of all the special things SMC does that you want to see in the RQ mod, then I guess Seven would have to make up some king of help guide that tells us which files have the code for each corresponding feature. Something along the lines of that old QSG list of bugs and fixes that was posted years ago where people pointed out bugs in the original QC source that needed fixing, and fixes were posted and you were told what files to edit.

    It would not surprise me at all if one day Seven comes up with such a thing.....in fact its a good idea and if there were a simpler way to publish the specific code, I would get into it myself. One tool that could help a great deal is if someone were to make a website that you could upload the source files individually, and have then display like in Notetab format, where there are navigation tabs that make it easier to edit the files, and even work with different kinds of uploaded source files, this kind of thing could be done alot easier...sort of along the lines of how SVN works....and you could have more than one person collaborate with you to exchange ideas, learn new things, and make learning the QC language a bit easier.

    Leave a comment:


  • turtlevan
    replied
    Fuck youu Anthony! Bitch.

    hehe

    Leave a comment:


  • powerzord
    replied
    Fuck coop

    Leave a comment:


  • turtlevan
    replied
    Thread revival only one minute later, and a post script. Just want to add that I may still make a video using community work, so I'll post that here in a few weeks when it's done.

    Thanks everybody.

    In the meanwhile, please enjoy my previous Community Video:

    [ame]http://www.youtube.com/watch?v=LjZbXyvm97w&hd=1[/ame]

    Leave a comment:


  • turtlevan
    replied
    Okay thread over. Towel has been tossed into the ring, and white flag is up and waving.

    I understand why nobody would undertake the task now. Thanks if you read this thread.

    Special thanks to: Seven, Oppee, ORL, Gnounc, Cobalt, Lardarse, RocketGuy, Lordhavoc, Mindzx, W0lv, Splitterface, Rook, Baker, CZG, _Smith_, Seanstar, Jakub & Disco & everyone else who made great community contributions I've been newbishly enjoying over the years. AWARD!

    I have no clue how to modify this information, and a newfound respect for you guys who understand Programming:

    Code:
    	missile = spawn ();
    missile.cansplash = TRUE;
    	missile.owner = self;
    	missile.movetype = MOVETYPE_BOUNCE;
    	missile.solid = SOLID_BBOX;
    	missile.classname = "grenade";
    		
    // set missile speed	
    
    	makevectors (self.v_angle);
    
    	if (self.v_angle_x)
    		missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
    	else
    	{
    		missile.velocity = aim(self, 10000);
    		missile.velocity = missile.velocity * 600;
    		missile.velocity_z = 200;
    	}
    
    	missile.avelocity = '300 300 300';
    
    	missile.angles = vectoangles(missile.velocity);
    	
    	missile.touch = GrenadeTouch;
    	
    // set missile duration
    	missile.nextthink = time + 2.5;
    	missile.think = GrenadeExplode;
    
    	setmodel (missile, "progs/grenade.mdl");
    	setsize (missile, '0 0 0', '0 0 0');		
    	setorigin (missile, self.origin);
    };
    
    
    //=============================================================================
    
    void() spike_touch;
    void() superspike_touch;
    void() spike_enemy_touch; //ooppee addon, need to make enemy projectiles (knight and scrag projectils use a copy of the id1 code WITHOUT the stuck in walls code)
    
    /*
    ===============
    start OoPpEe
    Launch enemy spike! Needs to be different so it DOESNT call "spike_touch" which results in stuck in walls
    ===============
    */
    void(vector org, vector dir) launch_enemy_spike =
    {
    	newmis = spawn ();
    	newmis.owner = self;
    	newmis.movetype = MOVETYPE_FLYMISSILE;
    	newmis.solid = SOLID_BBOX;
    
    	newmis.angles = vectoangles(dir);
    	
    	newmis.touch = spike_enemy_touch; //OoPpEe no more calling the in wall code now :D
    	newmis.classname = "spike";
    	newmis.think = SUB_Remove;
    	newmis.nextthink = time + 6;
    	setmodel (newmis, "progs/spike.mdl");
    	setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);		
    	setorigin (newmis, org);
    
    	newmis.velocity = dir * 1000;
    };
    //end ooppee
    /*
    ===============
    launch_spike
    
    Used for both the player and the ogre
    ===============
    */
    void(vector org, vector dir) launch_spike =
    {
    	newmis = spawn ();
    newmis.cansplash = TRUE;
    	newmis.owner = self;
    	newmis.movetype = MOVETYPE_FLYMISSILE;
    	newmis.solid = SOLID_BBOX;
    
    	newmis.angles = vectoangles(dir);
    	
    	newmis.touch = spike_touch;
    	newmis.classname = "spike";
    	newmis.think = SUB_Remove;
    newmis.traileffectnum = particleeffectnum("spike_bubble_trail");
    	newmis.nextthink = time + 6;
    	setmodel (newmis, "progs/spike.mdl");
    	setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);		
    	setorigin (newmis, org);
    
    	newmis.velocity = dir * 1000;
    };
    
    void() W_FireSuperSpikes =
    {


    Cheers all.

    Leave a comment:


  • turtlevan
    replied
    I should be concise about getting what I'm looking for. Mr. Rocketguy, Lardarse & Seven please sit in a room together and merge your creations into one cool mod. I'll forward this cool new mod to Mr. Visine who can host a server.

    Since that's not happening; may I have your permissions to merge said content on my own as I learn how coding and programming works? If yes, then 3 years from now it should be completed.

    Any input?

    Leave a comment:

Working...
X