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Quake Matt Joined: 05 Jun 2005 Posts: 129 |

Posted: Wed May 24, 2006 8:39 pm Post subject: |

What are the two main compilers? I use FrikQCC most of the time, or VQCC if I'm working in QCide.

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Wed May 24, 2006 8:49 pm Post subject: |

FrikQCC and FTEQCC are the most widely used, as far as I know. I use FrikQCC myself - it's quick and simple _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com games fascination - My Game Development Blog/Journal

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Thu May 25, 2006 4:05 am Post subject: |

FrikQCC here too. _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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Lardarse Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK |

Posted: Thu May 25, 2006 4:47 am Post subject: |

I'm an FTEQCC person myself. But those are the main 2, and they both have a lot of similar features...

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Thu May 25, 2006 4:14 pm Post subject: |

FrikQCC all the way. _________________ "Roboto suggests Plasma Bazooka."

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Thu May 25, 2006 7:50 pm Post subject: |

Dr. Shadowborg wrote:
FrikQCC all the way.

I like it because FTEQcc breaks Dreamcast support instantly.

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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Thu May 25, 2006 9:03 pm Post subject: |

I use FrikQCC, 'cos I trust it _________________ my site

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Quake Matt Joined: 05 Jun 2005 Posts: 129 |

Posted: Thu May 25, 2006 11:15 pm Post subject: |

I think my FrikQCC came with some .qc source files once (many years ago!), and that's why I've got it. I don't think I'd use any of the advanced features, even if I knew what they were! What does FrikaC himself use, hmm?

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the bamph Joined: 16 Apr 2006 Posts: 10 |

Posted: Sat May 27, 2006 8:23 pm Post subject: |

got another noob problem... i've tested the screenflash effect and it works fine. But not where i want it to. i have to add the flash effect somewhere near a piece of code that mentions a +1 in my frag count, right? i'm guessing that the line(s) i'm looking for should be in client.qc, but i can't find it (them).
the closest match i found to what i was looking for was this:
attacker.frags = attacker.frags + 1; (but this was in the Client Obituary, took me some time to notice that... kept wondering why the flash appears each time i respawn)
Do i have to add something in client.qc myself? or am i scouting in the wrong file?
(BTW i switched to FrikQCC too)

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Sun May 28, 2006 12:37 am Post subject: |

Quote:
got another noob problem... i've tested the screenflash effect and it works fine. But not where i want it to. i have to add the flash effect somewhere near a piece of code that mentions a +1 in my frag count, right? i'm guessing that the line(s) i'm looking for should be in client.qc, but i can't find it (them).
the closest match i found to what i was looking for was this:
attacker.frags = attacker.frags + 1; (but this was in the Client Obituary, took me some time to notice that... kept wondering why the flash appears each time i respawn)
Do i have to add something in client.qc myself? or am i scouting in the wrong file?
(BTW i switched to FrikQCC too)

You're actually on the right track here. Simply place something along the lines of stuffcmd(attacker, "bf\n"); wherever you see attacker.frags = attacker.frags + 1; in ClientObiturary. (That Palfrom thing doesn't exactly do anything related to what you originally asked, I'm ignoring it for the purposes of this conversation)

Quote:
I think my FrikQCC came with some .qc source files once (many years ago!), and that's why I've got it. I don't think I'd use any of the advanced features, even if I knew what they were! What does FrikaC himself use, hmm?

Ahh, the super-rare Quake Expo release! With my QC source base and installer!
I use FrikQCC Gui 2.6 but I usually endorse FTEQCC because it's FrikQCC based, but it got around to implementing things I had planned to do for years but was too lazy to do. I don't think the fteqcc gui is very good however. I like mine better for some reason, and I usually prefer the gui version for casual qc coding (Edit button to fix typos = the win)
_________________

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Sun May 28, 2006 6:18 am Post subject: |

I had that 'rare' FrikQCC with the no-warnings source base as well at some point I never used FrikQCC gui at first because it crashed alot. And if it crashed enough (on my Win98 machine) it brought down the whole computer I started using it later because I figured out the exact circumstances of the crash and was able to avoid it. Can't remember what it was anymore though
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Sun May 28, 2006 6:43 am Post subject: |

Eh, it never has crashed for me.

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Sun May 28, 2006 6:36 pm Post subject: |

FrikaC wrote:
Eh, it never has crashed for me.

I love FrikQCC and I love you.

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TimeServ Joined: 08 Jun 2005 Posts: 15 |

Posted: Mon May 29, 2006 10:01 pm Post subject: |

I guess I might as well join in on this discussion on QuakeC compilers. I used to use ProQCC up until Spike showed me that the FTE project included a compiler. Then somewhere down the line I started using switch statements everywhere and now I can't stop.

RenegadeC wrote:
I like it because FTEQcc breaks Dreamcast support instantly.

You have any knowledge as to why?

FrikaC wrote:
I don't think the fteqcc gui is very good however.

It really isn't. The whole thing really needs to be tossed out and redone from scratch with some more portable windowing library, but that will never get done. The engine integration is probably more useful even with just minimal debugging capabilties.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Tue May 30, 2006 11:38 pm Post subject: |

TimeServ: presumably the alignment issues that nexuiz people moaned about a while ago. See latest patch to qccmain.c regarding gui. No, fteqcc's isn't all that good. Although I still prefer it over frikqcc's. Probably purly because it is how I prefer it. You can double click the error/warning line with either gui - it's just that fteqcc tends to take you to the wrong line. :/
'... FTEQCC because it's FrikQCC based ...'
Just to clarify. fteqcc is not a direct derivative of frikqcc, and there are likly to be a few origional qcc bugs in fteqcc that were fixed in frikqcc, and vice-versa.
FTEQCC is a later project. You could think of it as a revised frikqcc without the QCCXness, and with more extensions.
I typically use the fteqcc built into fte than either the gui or regular fteqcc.I personally find it easier to use the quake console than a windows one. Line numbers are generally not important as fteqcc gives function names for warnings nowadays.
I rarly use frikqcc, and never the gui version.
I do not write as much qc as I used to. Could be related...
fteqcc is technically more advanced. frikqcc is meant to be more stable as it doesn't have lots of extra features to go wrong. :p
I generally advise people to maintain frikqcc compatability in case they ever find a bug in fteqcc. Mostly because I can then blame thier code if it fails in both!
I would not advise the use of proqcc or qccx. Neither have warnings or bugfixes.
I need to go to bed. I'm babbling again.
_________________
What's a signature?

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