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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Fri Dec 25, 2009 8:41 am Post subject: Where to start? |

I want to learn QC. I looked and looked, i don't know how, or where to start. I know a little of a general idea, i have a clean QC, and a comiler and all that. I just want to know where i can learn what each command/function does and what steps i need to take to add stuff.
So where would i start?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Dec 25, 2009 8:59 am Post subject: Re: Where to start? |

Ghost_Fang wrote:
I want to learn QC. I looked and looked, i don't know how, or where to start. I know a little of a general idea, i have a clean QC, and a comiler and all that. I just want to know where i can learn what each command/function does and what steps i need to take to add stuff.
So where would i start?

Some resources:
QuakeC for beginners 1, 2, 3
http://www.electronicliberationfront.co.cc/tutorials/tut1.htm
http://www.electronicliberationfront.co.cc/tutorials/tut2.htm
http://www.electronicliberationfront.co.cc/tutorials/tut3.htm
The Inside3d tutorials, of course:
http://www.inside3d.com/tutorials.php
The QuakeC specs:
http://www.inside3d.com/qcspecs/qc-menu.htm
A big dump of QuakeC sources for well-known and important open source mods that I personally know of and are not engine specific:
http://www.quake-1.com/quakec-gallery
Aren't you working on some iPhone mod? Any clue where the Quake4iPhone engine source is?
Anyway, additional resources can be found at: http://www.quakeone.com/navigator which is more or less an organized page of links.

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Fri Dec 25, 2009 9:10 am Post subject: |

Yes i am working on an iphone quake mod and there really isnt a source. for 1 zodd wouldnt give it to us and shorty after we asked he would ignore our existence. and really the only coding done is the iphone half of it. He coded the iphone to run vanilla quake. onscreen buttons just emulate keystrokes.
So theres really nothing added to the quake engine itself.
On that subject, this question is for this mod.
We are making halo mod for quake.
All we really need right now is reload.
Things that would be nice would be:
-2 weapons at a time only
-shields + recharge
-half life bsp support
would you (or anyone) like to help with any or all for us?
I am really no use to this as a coder (i model though)
All i really have done is turned the spread on the shotgun to 0 (for pistol) and the spread on the super shotty to 0 (for sniper)
Would someone please help us? We are kinda desparate.
Back on topic, thanks for the tuts, i will look them over and see what (if) i can learn.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Dec 25, 2009 9:24 am Post subject: |

Ghost_Fang wrote:
Yes i am working on an iphone quake mod and there really isnt a source. for 1 zodd wouldnt give it to us and shorty after we asked he would ignore our existence.

That's too bad. It would be fun to play around with even though I think Quake on an iPhone would be a novelty, but still the lack of an engine source means that an mod for Quake for the iPhone is going to be ... um ... crusty.

Quote:
On that subject, this question is for this mod. We are making halo mod for quake. All we really need right now is reload.

Without an engine source, there is no way that the mod will be able to be anywhere near as nice as, say, Solitude. You are stuck with a 256 color palette and the type of effects that GLQuake provides.
I just wanted you to know this in advance. No custom crosshairs, no highly customized HUD, no fog, etc.

Quote:
-half life bsp support

Half-Life bsp support is an engine modification. No engine source = flat out impossible. You are stuck with 256 colors ... but not necessarily brown.
However, something you could do is use a custom palette like X-Men: Ravages of Apocalpse. Notice how this screen shot isn't 256 shades of brown (but some other set of 256 colors):
Another example of creative use of palette is the Kurok mod (ignore the fog, skybox stuff and the HUD--- those are engine modifications not available in stock GLQuake):
To use a different palette, you'd alter palette.lmp for a different 256 color set.
For weapon reload, I'd recommend you take a look at the Navy Seals mod. It is not only open source, but has weapon reload frames and an animation and this is a stock Quake mod too. The source is in the download.
http://www.quaketerminus.com/mods/navy3.zip

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Fri Dec 25, 2009 9:31 am Post subject: |

but i do have the source (technically) all it is is quake, plain and simple quake. I modified a clean QC, put the progs.dat inside the pak0 file and it ran the mod. I can also slap in retail pak1 in there and play full version of quake on my iphone. so any modification you can do to quake, all i have to do is slap it inside the id1 folder in the quake4iphone.app folder.
Its no different than quake on the pc.
And what is the diference between mod and engine mod? couldnt i add Half life bsp support somewhere inside a cleanQC?
I did look at the navy seals thing, and i did see the reload, but since im a noob at coding so interpreting it and be able to modify it to fit my needs is something i cannot do.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Dec 25, 2009 9:40 am Post subject: |

A Quake mod is composed of 3 things: 1. The engine (GLQuake.exe; compiled via Visual Studio on Windows) 2. The game logic (progs.dat; compiled from QuakeC files with a QuakeC compiler like FTEQCC) 3. The media: the maps, the models, the sprites, the HUD files
The game logic controls what models are used, what damage a weapon does, what a monster does when it is attacked, what attacks a monster does, the function of items.
You would have that available.
But you are stuck with what the GLQuake engine provides with Quake4iphone.
GLQuake can't load Half-Life maps. GLQuake don't do fog or colored light support or skyboxes. For example.
Every engine that can load Half-Life maps has been modified to do so.
There are some amazing things that can be done with stock GLQuake functionality, but you'll have to work within that framework. You can't use the Half-Life map format, for instance, but you could use a 256 color palette biased towards the colors you need available (greens, blues, greys, orange).

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Fri Dec 25, 2009 9:47 am Post subject: |

would there be any way to use QC and get more than 1 universal 256 pallette? And could you help us with the QC part of this? Your help would be very very appreciated

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Dec 25, 2009 9:53 am Post subject: |

Ghost_Fang wrote:
I did look at the navy seals thing, and i did see the reload, but since im a noob at coding so interpreting it and be able to modify it to fit my needs is something i cannot do.

In the Navy Seals source, you have different pieces and parts like:

Code:
void() W_Attack = { local float r; if (!W_CheckNoAmmo ()) return;
if (self.reload == 1)
return;

Here is the attack function; notice how if self.reload == 1 then it says return. That means if the gun is being reloaded and the player presses fire, you can't shoot and it aborts instead of continuing with the rest of what happens when you press fire.
There is a load of code dealing with the reload frames in that mod, one thing you might do is download TextPad5 (download) and do Edit -> "Find In Files" and specify *.qc and search for self.reload and look at the weapon frame logic.

Ghost_Fang wrote:
would there be any way to use QC and get more than 1 universal 256 pallette?

It's impossible without an engine modification. GLQuake is a 256-color engine. Quake 1 models have a 256 color skin and the maps have 256 color textures and if you tried to change that, the engine wouldn't know what to do with it and you'd get a load error.

Quote:
And could you help us with the QC part of this? Your help would be very very appreciated

I'm not a QuakeC coder, I'm an engine coder and there isn't any engine code! I know scraps of QuakeC by necessity, but mostly only to support my "engine goals" and be able to test things.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Dec 25, 2009 10:24 am Post subject: |

Ghost_Fang wrote:
Things that would be nice would be: -2 weapons at a time only -shields + recharge

Shields shouldn't be hard to do:
RuneQuake has a "shield rune" and when activated it lasts for 3 seconds and throws a force field effect around you (EF_BRIGHTFIELD or something) and takes 30 seconds to recharge:
ftp://ftp.runequake.com/quake/runequake/runequake-0.1-src.zip

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Fri Dec 25, 2009 5:59 pm Post subject: |

so i could do what kurok did and replace the pallette? Is that just in the gfx? and could i just copy/paste kurok's pallette?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Dec 25, 2009 6:18 pm Post subject: |

Ghost_Fang wrote:
so i could do what kurok did and replace the pallette? Is that just in the gfx? and could i just copy/paste kurok's pallette?

I'd use Kurok's palette and play around with that so you can see the effects it has on your project.
If you use an altered palette, all existing graphics will use that palette and the colors will be foobar'd.
If you use a custom palette, you will have to remake ALL skins and textures and so forth. You'll see...

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Fri Dec 25, 2009 6:25 pm Post subject: |

But where is the pallette? i found pallette.lmp and its a 1kb file thats 1x1 pixels i looked at colormap.lmp and its exactly the same as kuroks.....

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Dec 25, 2009 6:31 pm Post subject: |

Ghost_Fang wrote:
But where is the pallette? i found pallette.lmp and its a 1kb file thats 1x1 pixels i looked at colormap.lmp and its exactly the same as kuroks.....

According to the Wiki, the colormap is only used by software renderers (WinQuake) and Kurok only uses 3d accelerated graphics APIs (Windows: OpenGL and whatever the PSP 3d api is called). So assuming that is true, Kurok doesn't actually use the colormap.lmp for anything.
But I said the palette.lmp!
http://quakery.quakedev.com/qwiki/index.php/Quake_palette
You will probably need to get Adquedit from the Quake Terminus tools page to be able to view the palette and/or edit it.
http://www.quaketerminus.com/tools.shtml
It maybe possible to edit it with fimg (Resources -> Sprite Editing) as well, but I cannot be certain.
BTW ... you might consider the "IRC Chat" feature so ask questions in real time to whoever may be around:
http://www.inside3d.com/irc.php
It could be faster for you if you have a ton of easy questions to get started.

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Ghost_Fang Joined: 12 Nov 2009 Posts: 162 |

Posted: Fri Dec 25, 2009 6:43 pm Post subject: |

ok sorry if you're getting annoyed by me. i have fIMG and adquedit and the pallette.lmp is a 1kb file of nothingness adquedit didnt work

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Dec 25, 2009 6:53 pm Post subject: |

Ghost_Fang wrote:
ok sorry if you're getting annoyed by me. i have fIMG and adquedit and the pallette.lmp is a 1kb file of nothingness adquedit didnt work

I'm not annoyed by your questions in the slightest. I'll answer any question you ask that I know the answer to.
I'm just not going to be around much for a few days starting in an hour or 2 and I know initially getting familiar with everything is a steep learning curve so I'm suggesting IRC might be a better fit until you have more complicated questions.
I'm thinking adquedit should work if setup properly to view the palette, but I haven't done it in a long time and I'm going to be leaving in about 2 hours and don't have it installed on this machine.
You are going to have a lot more questions if you use a custom palette, believe me!

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