Announcement

Collapse
No announcement yet.

Got any suggestions on fixing the progs106 source apart from QIP fixes?

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

  • R00k
    replied
    I think he knows the basics but its been over 5 since he probably looked at it.

    Last year I wanted to start a project of taking a clean gpl code source and walking through the process of making a modern quake mod framework. Underlining the basic needs for a multiplayer fps mod, and such things as voteable map changes and a basic spectator function. Maybe I'll try to start that again...

    Leave a comment:


  • gnounc
    replied
    I was under the impression he knew qc.

    Leave a comment:


  • Canadian*Sniper
    replied
    Cheers R00k!

    Leave a comment:


  • R00k
    replied
    Honestly, I'd suggest you compile the gpl progs.dat v1.01
    then save the error/warnings output to a file and name it 101error.log
    then find those bugs on the QIP page to see the how and why they are bugs. (press the 'COME GET SOME' link)
    compare 1.01 to 1.06
    compare both to gnounc and gb's Clean GPL source.

    A good way to learn QuakeC is by understanding the donts.

    also comb thru these http://forums.inside3d.com/viewforum.php?f=2
    Last edited by R00k; 10-28-2014, 09:12 AM.

    Leave a comment:


  • gnounc
    replied
    Really? All i got from him was some ramblings about eastmost peninsula being the key. That old mad was nutso. But listen when i tell you, Dodongo hates smoke.

    Leave a comment:


  • Baker
    replied
    Originally posted by Canadian*Sniper View Post
    I can't tell if you're being completely random or I'm totally missing the wisdom in these 8-bit words
    The question is immaterial. The wisdom conveyed is all.

    [That plus I had to pay 20 rubies for that scarce information, which by today's standards would be --- well, probably a lot more rubies --- although I admit I have not kept up with that specific market to see how such an investment would compare so there is room for error. However, even at current market rates one would expect quite an increase even before accounting for inflation. So you know the advice has to be very valuable!

    Either that or I have extra beer left . Or at least I did a few minutes ago.]
    Last edited by Baker; 10-28-2014, 07:35 AM.

    Leave a comment:


  • Canadian*Sniper
    replied
    You.. want me to program a Zelda boss into Quake? I can't tell if you're being completely random or I'm totally missing the wisdom in these 8-bit words

    Leave a comment:


  • Baker
    replied
    While everyone else has provided valuable feedback that is "on topic", I thought I would share some less specific advice of a more general nature:

    Digdogger hates certain kind of sound.

    In days gone yonder, a wise man shared this insight with me. And today, I am passing that knowledge on in the hopes that you can benefit from that wisdom.

    Leave a comment:


  • gnounc
    replied
    again : ) thanks for the feedback

    Leave a comment:


  • Cobalt
    replied
    Oh and BTW, I saw that fix by Supa. In our Creepcam2 mod, it did not seem to help much so I borrowed a fix I did for my TEKBOT_CTF+ mod years ago:

    Place at end of PutclientInServer ():
    Code:
    	//stuffcmd(self, "-attack\n");            // Supa, prevent shooting after respawning in MP
    	self.attack_finished = time + 0.8; // Cobalt this is better

    Leave a comment:


  • Cobalt
    replied
    Yea, I think your line of code in CycleWeaponCommand () at the very end was

    Code:
    if ( (self.items & self.weapon) && self.weapon == 0)
    self.items is an immediate field, so if it changes like perhaps you run into a quad or another pickup - there might be a loop condition possible, so I changed that line closer back to what 1.06 had:

    Code:
    if ( (it & self.weapon) && !am)
    This way we keep that float to what .items are when the function is first called and no need to worry about such a mishap.

    I thought the crash loop happened once again after I put in the changes, and now that I think of it , maybe it was not this function actually causing the crash because it always happened after a level change, so if it was really this code it would have happened all the time. Ever since we did some work on the parms have never saw the crash, so maybe its ok.



    Originally posted by gnounc View Post
    I'm told by cobalt that there is a problem in weapon cycling due to my meddling. i cant verify that because my pc is borked atm, but when i get a new pc it will be fixed post haste.

    Leave a comment:


  • Canadian*Sniper
    replied
    Oh nice. I have the code downloaded so I'll check it out when I have the time. I'll let you know if I spot anything cool. Thanks mate

    Leave a comment:


  • gnounc
    replied
    no, the quakeworld enhancements we put in are only code that was in v1.06 and quakeworld, but not v1.01. we took them from qw to avoid the licensing conflict. its things like cycleweaponReverse(). Its nothing thats actually quakeworld specific

    Leave a comment:


  • Canadian*Sniper
    replied
    What exactly are the QuakeWorld enhancements? Are we talking about stuff like prediction latency aiming? I'm really hesitant to meddle with anything quakeworld as that and netquake feel completely different iirc, which could mess with what I'm attempting to mod for netquake.

    Leave a comment:


  • gnounc
    replied
    https://gitorious.org/quakec-v1-01-c...295b7b61fc7bcb

    theres the last commit that is purely known bugfixes.

    After that I started cleaning up obits, sightsounds, whitespace, renaming spawn functions and their related qc files to match, separating monster qc files to their own folder, and adding helper functions for modders to look items names, id's, hud icons, and models.

    I'll be watching this thread with great interest to see if theres any suggestions that i might like to shove into my repo.

    Leave a comment:

Working...
X