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Junrall

Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA
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Posted: Thu Jan 14, 2010 3:36 am Post subject: Which qc compiler do you prefer? |
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Alright,
I have been using Frikqcc awhile, but have gotten some errors when compiling dpextensions.qc (dpextensions.qc(282): error: ")" is not a type). I'm sure there is some setting that will tell it to ignore the errors.
And so, for the moment, I'm using Fteqcc... which does not give me the above errors.
What are you folks using and why. Are there any compilers that are an absolute best or do you use more than one?
I have found that some do not run under 64bit windows.
Thanks! _________________ Good God! You shot my leg off! |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Thu Jan 14, 2010 4:57 am Post subject: |
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I use fteqcc, though I have to turn off some of its optimization options when I compile certain mods, or the mod will crash when I run it. I think this was most applicable for my monster swarm mod (unreleased), which used a lot of arrays.
Also, your avatar is.... distasteful. I don't get the mass-murder of schoolgirls fetish at all, but I guess some people are into that... ?
(come to think of it, do I know you from the irc channel? Mr. DTWR?)
I can adblock it (and have), so it doesn't continue to bother me. I have no idea how other people on the forums will react, so consider picking something less tacky. I suspect leileilol will embrace it with open arms simply because I'm a bit offended by it, but that's another matter.
(j/k leileilol) _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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Junrall

Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA
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Posted: Thu Jan 14, 2010 5:32 am Post subject: |
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Wazat wrote: | Also, your avatar is.... distasteful. I don't get the mass-murder of schoolgirls fetish at all, but I guess some people are into that... ?
(come to think of it, do I know you from the irc channel? Mr. DTWR?)
I can adblock it (and have), so it doesn't continue to bother me. I have no idea how other people on the forums will react, so consider picking something less tacky. I suspect leileilol will embrace it with open arms simply because I'm a bit offended by it, but that's another matter.
(j/k leileilol) |
I do apologize for any offense my avatar may have caused and have removed it. Ouch... not sure where the fetish part came from... what ever.
As for Mr. DTWR... Lol... I don't even know how to use IRC!
Anyways, here is something..... 'sigh'... cute.
And if anyone is curious as to what my avatar was: http://avatars.jurko.net/pic/4012/ _________________ Good God! You shot my leg off! |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Thu Jan 14, 2010 6:25 am Post subject: |
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FRIKQCC for old mod support and FTEQCC for new stuff. |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Thu Jan 14, 2010 10:04 am Post subject: |
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I use FTEQCC, but then I would be hypocritical if I did not.
Generally the version integrated into fteqw.
Edit the code in notepad, hit alt+tap, type compile, type restart. I just find it easier than having to play with extra windows.
I don't ever personally use FrikQCC, but then FTEQCC doesn't support QCCX hacks, and would fail to compile those.
Most mods are fairly generic and don't care which you use. _________________ What's a signature? |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Thu Jan 14, 2010 12:46 pm Post subject: |
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Both FrikQCC and FTEQCC are great compilers.
FTEQCC has #IFDEF capability so I can compile slightly modified versions of a mod or switch off features maintaining a single code base. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Thu Jan 14, 2010 4:01 pm Post subject: |
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FTEQCC.
#ifdef, like Baker said
$framevalue lets you use frames from different models in the same qc file
C-like switch statements
RMQ uses all of those, hence requires FTEQCC to compile. _________________ ReMakeQuake
The Realm of Blog Magic |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Fri Jan 15, 2010 1:37 am Post subject: |
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Junrall wrote: | I do apologize for any offense my avatar may have caused and have removed it. Ouch... not sure where the fetish part came from... what ever.
As for Mr. DTWR... Lol... I don't even know how to use IRC!
Anyways, here is something..... 'sigh'... cute.
And if anyone is curious as to what my avatar was: http://avatars.jurko.net/pic/4012/ |
Thanks! I'm sorry if I was offensive. I just had a sneaking suspicion of who you might be (which turned out to be wrong).
BTW, I often use frikqcc for my mods that don't require arrays (if I remember right, it doesn't handle arrays correctly; or maybe that's a different feature... my memory may be bad). Fteqcc doesn't play nice with some of my older mods' features, and its warnings are different, so I've found that once I'm committed a mod to a compiler, it's best to not try to switch over.
My method is to save the file I'm working on, double click the batch file I've set up for compiling and, when it finishes without errors (assuming it does), I double click the batch file to run Quake. Spike's method is probably a lot more efficient.  _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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Lardarse

Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK
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Posted: Fri Jan 15, 2010 2:10 am Post subject: |
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I've used FTEQCC since I started modding, back in 2005. I too use a batch file to compile. _________________ <ekiM> Son, you're writing data structures your CPU can't cache. |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Fri Jan 15, 2010 2:54 am Post subject: |
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I use frikqcc and a convenient shortcut in TextPad (Configure/Preferences.../"tools" in TextPad setup), so I don't need scripts or batch files to compile. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Fri Jan 15, 2010 6:26 am Post subject: |
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Spike wrote: |
I don't ever personally use FrikQCC, but then FTEQCC doesn't support QCCX hacks, and would fail to compile those.
Most mods are fairly generic and don't care which you use. |
eww, u sound like a bible thumper.
i understand, im just kidding. pre-opend source hax are stagnent.
quake standards will prevail. |
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Junrall

Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA
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Posted: Fri Jan 15, 2010 6:44 am Post subject: |
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Wazat wrote: |
Thanks! I'm sorry if I was offensive. I just had a sneaking suspicion of who you might be (which turned out to be wrong). |
Lol... no prob! I slept on it and woke up feeling all fuzzy about my new avatar kitty.... I think I'm gonna keep em!
I've been using Programmer's Notepad for editing... nice layout and clean. It also allows you to add what ever you want to the "Tools" area. I've added both FrikQCC and FTEQCC to the tools area... and have also added Quake so that I can launch my mod from there. Very handy editor... can also capture the log output from both compilers... can create projects... and tabbed qc files. _________________ Good God! You shot my leg off! |
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