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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Wed Feb 24, 2010 10:44 pm Post subject: |
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Spike wrote: | frag.machine wrote: | Spike wrote: | frag.machine wrote: |
- Try to use a float to hold flags with more than 23 bits. I can hear lots of modders souls screaming for integer support;
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FTEQCC supports an int datatype, and can generate relevent opcodes to handle those ints.
#pragma target FTE
#define int __integer
You now have an 'int' type.
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Can the generated progs.dat be used in vanilla Quake ? Not trying to be arrogant here, I am asking because I really don't know. Actually, this question can be extended to all other topics I pointed.
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Can native gamecode be used in vanilla? |
As I said, I wasn't trying to be ironic or arrogant. I really thought you managed to implement real integers in vanilla QuakeC. Just after sending the reply I noticed the #pragma in your example. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Thu Feb 25, 2010 9:50 pm Post subject: |
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@Stroggos
Clarity:
Any project is a great one to expand one's own knowledge and should be encouraged.
In my last post, I'm just saying you are going to find this to be far more complex and challenging than you think by at least a few orders of magnitude. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Stroggos
Joined: 14 Apr 2009 Posts: 43
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Posted: Fri Feb 26, 2010 7:38 am Post subject: |
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Baker wrote: | @Stroggos
Clarity:
Any project is a great one to expand one's own knowledge and should be encouraged.
In my last post, I'm just saying you are going to find this to be far more complex and challenging than you think by at least a few orders of magnitude. |
I realize what a mammoth task it is but I love Quake and I really want to use the Quake engine as a base for a new engine I'm currently planning. I am still fairly new to both C and C++ and know what I have to do to get this planned project started. It is going to be a long road but I hope with a few tutorials and code snippets from here I will be able to start y the end of this year. Thank you Baker for not throwing bad comments about this project. _________________ Dont even try to port Quake 4 to the ipod |
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avirox
Joined: 16 Aug 2006 Posts: 109
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Posted: Tue Mar 02, 2010 2:03 pm Post subject: |
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This has already been done. See MVDSV which supports .QVM, .SO, and .DLL game binaries. I ported megatf to C a while back.. what a useless enterprise that was :p
But anyhoo, look at the LH thread stickied above.. |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Posted: Tue Mar 02, 2010 7:04 pm Post subject: |
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to clarify my message, I was under the impression that you just wanted to port Quake to all C.... which would be a bad idea, as it would be fairly useless to the community, as we are all quite attached to QC and how it works. Using it for your own game wouldn't be bad at all. I actually support it. It is a great task to do what you want to do. I truely hope you know what you're in for
There have been a great deal of games that have used the Quake engine WITH QC, notably, Nexuiz. Look it up. There have also been others, like Laser Arena, which most people here boycott for good reasons.
There have also been a few games that succeeded without QC:
Miniracer (by Tomaz) not sure if the source is available for this.
Half-Life by Valve software (though not open source.
I can't think of others, but you could try to look into finding sources for these as pointers as to how it's done. Anyone else know of any more projects like these?
Good Luck. _________________ Inside3D : Knowledge Is Power
Darkplaces Documentation Wiki |
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