Yes, Nahuel, but...
"Other files:
Beta releases, OLD versions, and miscellaneous mods I made are in the 'files' directory, this page (aka 'downloads') only lists CURRENT versions of darkplaces and some utilities."
When the supposedly current version is two years old and one has to rummage through a page that lists old stuff to find the REAL latest versions, there is clearly something wrong in how you handle your site. LordHavoc should really sort it out.
BTW, what does the ?C=M;O=D string do in that address you gave?
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I just visited icculus to check: not only is the latest official release the 20140513 build, but the latest news is STILL dated 2014-05-13 as well. This doesn't give any indication that the project is still going on.Last edited by Mugwump; 09-22-2016, 05:08 PM.
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Originally posted by Spike View Post@nehuel
Code:#merge "orig_progs.dat" //make a copy for sanity... #output "progs.dat" //the output //now lots of qc code, as if it was added onto the end of the original progs.src //except that the types of the previous defs are no longer properly known, unfortunately. void(string) print = #339; //avoid messing around with the developer cvar. wrap void() worldspawn = { print("I'm in your world, messing up your spawns\n"); prior(); print("Okay, I'm all done now\n"); };
a '__weak' function will be ignored if the function already exists, and be replaced if followed by a non-weak function
a '__weak __wrap' function will also be ignored if the function was not previously defined, or wrap the previous one if it was actually defined.
(if you used the #merge thing, then the keywords are automatically (fully) enabled and the underscores become optional)
with these, it should be possible to write more code for either closed source mods, or (preferably) easily-integrated code for open-source ones.
eg adding misc_model or particle emitter stuff or whatever for existing mods.Great!! this is really usefull
thanks Spike!!
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@nehuel
Code:#merge "orig_progs.dat" //make a copy for sanity... #output "progs.dat" //the output //now lots of qc code, as if it was added onto the end of the original progs.src //except that the types of the previous defs are no longer properly known, unfortunately. void(string) print = #339; //avoid messing around with the developer cvar. wrap void() worldspawn = { print("I'm in your world, messing up your spawns\n"); prior(); print("Okay, I'm all done now\n"); };
a '__weak' function will be ignored if the function already exists, and be replaced if followed by a non-weak function
a '__weak __wrap' function will also be ignored if the function was not previously defined, or wrap the previous one if it was actually defined.
(if you used the #merge thing, then the keywords are automatically (fully) enabled and the underscores become optional)
with these, it should be possible to write more code for either closed source mods, or (preferably) easily-integrated code for open-source ones.
eg adding misc_model or particle emitter stuff or whatever for existing mods.
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Originally posted by talisa View Postif you want to have the SMC's particle-flames in arcane dimensions, you would have to merge the QC from particle-flames into the arcane dimensions mod.
I'm already currently trying to wrap my head around mapping, let's take it one step at a time.
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Originally posted by talisa View Postbecause only ONE progs.dat can be loaded at the same time.
@Spike "I've now got a local version of fteqcc that can read in an existing progs.dat, and can then compile additional qc functions directly into it, without needing to decompile it.
I need to work some more on the wrapping syntax, but I already have a version of frikbot that can be statically applied to existing mods (if it wasn't for me getting it to use spawnclient etc, it would work in any engine), without needing access to the original code (assuming its still close enough to vanilla anyway)."Last edited by nahuel; 09-22-2016, 02:00 PM.
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@Nahuel AD was just an example. I could have said Insomnia or Jam7 instead. Also:Originally posted by bfg666 View PostPlus, I'm no coder and QuakeC could very well be klingon for that matter. The extent of my coding knowledge is limited to maybe a dozen instructions in Amstrad Basic, and that was 30 years ago!
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no you cant use SMC's particle-flames for maps that use their own progs.dat
because only ONE progs.dat can be loaded at the same time.
unlike doom which allows soft-modding and allows multiple mods to be loaded at once, quake only allows hard-modding.
this means that one single file holds ALL of the game's code and only ONE of these can be loaded at the same time.
if you attempt to load two or more folders in order, only the progs.dat found in the last folder will get loaded
.
so short answer:
no, you cannot load FootstepsPlusNewfirePlusNailposition and arcane dimensions both at the same time,
you can only load only one OR the other
.
long answer:
if you want to have the SMC's particle-flames in arcane dimensions,
you would have to merge the QC from particle-flames into the arcane dimensions mod.
the QC-source from arcane dimensions is included in the 'my_progs' folder from AD,
and seven also includes the QC-source with his 'Small Mod Compilation' mod.
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Originally posted by bfg666 View PostIf I understand this correctly, then if I put the SMC in a dedicated folder I have to run all regular maps with -game smc in the command line for the particle flames to work, right? And what should I do if I want them in AD like mentioned above?
Actually particles can be done using ent.files.
-If you have the ssqc source (progs.dat) you can copy paste, recompile and add it (there is a tutorial wrote by seven)
- If you do not have the source you can use pure csqc, writing static vectors as origin
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Originally posted by Seven View Postyou do not seem to be a friend of mods by judging your answers…
Plus, I'm no coder and QuakeC could very well be klingon for that matter. The extent of my coding knowledge is limited to maybe a dozen instructions in Amstrad Basic, and that was 30 years ago!
Originally posted by Seven View PostAnd you can only use 1 mod at a time in Quake. And no, the multiple -game feature from Darkplaces does not help, because it only allows to use replacement content from different subfolders (not progs.datīs).
Originally posted by Seven View PostThis way you can have particle flames in all regular maps and do NOT have any conflicts with maps that need mods
As for needing a mod in order to use your hanging lamp in the maps I'll create without forcing the player to install the SMC, what mod are you talking about? What would I need to do and how should I proceed?
Originally posted by Seven View PostWhat made you think it is dead ?
Anyway, thanks for your help. And your patience.
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Originally posted by bfg666 View PostThat's unfortunate.
If you cannot do it or want to do it yourself, then ask someone else. It is not difficult.
Originally posted by bfg666 View PostIs its particle flame available standalone, by any chance? I do use the SMC on one of my installs, I just wanted to have its nice flame in another install without it.
Either way, you will have to use a mod. So what reason is there to use the particle flames mod instead of the SMC mod ?
You seem to use the SMC mod in a wrong way. You do not need to put it into the id1 folder. Use a dedicated mod folder and enable it as you wish. You can enable/disable all of its features so that you have only the particle flames for example.
There is no difference to the particle flames mod then. That is the main advantage of the SMC.
Originally posted by bfg666 View PostNot a viable solution in this case: it is for a secondary install I made specifically for mods/maps that come with their own progs.dat. Putting the SMC in there would force me to choose between the features of the conflicting progs.dat.
Maps that come with their own progs.dat are ALWAYS placed in a dedicated mod folder, so it will always override/ignore other progs.datīs (especially the one inside id1).
You will never have conflicts if you know how to handle mods.
Originally posted by bfg666 View PostI wasn't even aware there were new builds, I thought the project was dead since 2014...And that is not the case for this engine.
Just because its author LH is not visiting this forum every hour does not mean that he is unreachable. There are many ways to contact him if you want/need to. LH is and always will be a helpful person.
Originally posted by bfg666 View PostBy the way, is there a way to use your hanging lamp as a light entity in level editors? I've recently begun mapping and I'd be interested in using it in some future maps, but I don't want to force players to use the SMC with my maps.
And you do not seem to be a friend of mods by judging your answers
A general rule for you to know is: If you want a feature that is not available in Quake 1.06, you need a mod.
And you can only use 1 mod at a time in Quake. And no, the multiple -game feature from Darkplaces does not help, because it only allows to use replacement content from different subfolders (not progs.datīs).
As a conclusion:
Find your peace with mods and reorganize your Quake subfolders.
This way you can have particle flames in all regular maps and do NOT have any conflicts with maps that need mods (as they are not placed inside id1 nor in the smc subfolder !).
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Originally posted by gdiddy62 View PostSeven,
Just as an FYI the version of the darkplaces engine that does away with shadow flickering has introduced issues with some shaders in weapons packs. Talisa and I have both found them. Hopefully can be fixed soon.
Best wishes.
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to add to what gdiddy said, ive posted about the shader-issues here
http://quakeone.com/forums/quake-hel...tml#post169103
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Seven,
Just as an FYI the version of the darkplaces engine that does away with shadow flickering has introduced issues with some shaders in weapons packs. Talisa and I have both found them. Hopefully can be fixed soon.
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