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How does the Engine read csprogs.dat?
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Mexicouger



Joined: 01 May 2010
Posts: 129

PostPosted: Wed Jun 30, 2010 4:02 pm    Post subject: How does the Engine read csprogs.dat? Reply with quote

Do you have to install something in the Engine to read Progs.dat? Basically I am wondering if the Engine needs alot of attention when Adding csprogs.dat. I would really want to add it, And it seems Like an awesome Feature. I have been reading up about it, And Would like to know more, But preferably that.
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Wed Jun 30, 2010 4:20 pm    Post subject: Reply with quote

What do you mean by "read" ? Literally speaking, is pretty much the same way it reads the original progs.dat, but it's client-side only.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Wed Jun 30, 2010 4:28 pm    Post subject: Reply with quote

Only FTE and DP (seriously) support csprogs.dat right now.
The qc vm in regular engines needs a lot of changes to add support, due to its (ab)use of globals. Its also not entirely generic, with a few expectations of server-only use.

I did provide some code to add support to other engines a while ago, which basically resulted in two qc vms in the same engine.
Not clean, but it gets the job done. Disclaimer: frankly it sucks. Also don't expect qclib to be happy on a psp, due to its internal (large) heap.
I keep meaning to make a simpler, easier to integrate version, but it would also be more limited (pretty much hud only).
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Mexicouger



Joined: 01 May 2010
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PostPosted: Wed Jun 30, 2010 4:32 pm    Post subject: Reply with quote

Well there has to be Something that Tells the engine That csprogs.dat is there along with progs.dat. Maybe I can combine them?

Can't I just add the Function into defs.qc In regular progs? add whatever needs to be added?
Ok answer me this: Is there any client side stuff Involved when Using csqc?

Last question: Is It available for Fitzquake.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Wed Jun 30, 2010 4:37 pm    Post subject: Reply with quote

Mexicouger wrote:
Ok answer me this: Is there any client side stuff Involved when Using csqc?

That made me smile. For all the wrong reasons. :D
What the hell do you think cs means? Counter Strike? :P

If you're making a single player game then yeah, you can probably pile it all onto the progs.dat and kill all csprogs.dat stuff, and then it'll crash any time you try connecting your client to any other server (or demo).
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Mexicouger



Joined: 01 May 2010
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PostPosted: Wed Jun 30, 2010 4:40 pm    Post subject: Reply with quote

Ohh Ok I got my head wrapped around it now. The functions Are installed IN the engine. Then you call them in csprogs.dat right?

Well I only want to add like cl_drawpic. Is it possible to add like 2-3 functions and not the whole things?

EDIT:

Code:
#ifdef __linux__
#define PNG_SUCKS_WITH_SETJMP   //cos it does.
#endif


Laughing
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Wed Jun 30, 2010 4:47 pm    Post subject: Reply with quote

csprogs.dat runs on the client
progs.dat runs on the server.
they have different builtins available to them, which reflects their role.
progs.dat cannot directly draw on a client's screen
csprogs.dat can, but cannot directly talk to other clients, or directly change any entities unless it asks the progs.dat to do it.

You'd have a much easier time implementing svc_showlmp (or at least part of tei_showlmp2) than you would implementing a simple csprogs vm.
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Mexicouger



Joined: 01 May 2010
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PostPosted: Wed Jun 30, 2010 4:50 pm    Post subject: Reply with quote

All I want is A hud Image at the Moment. I want to Get farther into the Code later and Add health Into the HUD as well.
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Swift



Joined: 26 Jan 2010
Posts: 44

PostPosted: Wed Jun 30, 2010 5:22 pm    Post subject: Reply with quote

Can I ask, what is the point of client side QuakeC, if you're coding specfically for the PSP Quake? I'm presuming you probably wouldn't be playing multiplayer, unless you have access to wifi. And if you are coding for multiplayer, then PSP Quake would have to have good netcode.
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Arkage



Joined: 19 Nov 2009
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PostPosted: Wed Jun 30, 2010 9:08 pm    Post subject: Reply with quote

If you only want CSQC for a hud then I don't see much point in adding it. Just code the HUD and client side effects into the engine.
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Mexicouger



Joined: 01 May 2010
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PostPosted: Wed Jun 30, 2010 9:34 pm    Post subject: Reply with quote

I find it very entertaining to Just randomly say "Arkage" in a British accent Laughing

Anyways, Yea, I will probably just actually just make the engine draw the Hud picture when I enter a game or something.
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Swift



Joined: 26 Jan 2010
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PostPosted: Thu Jul 01, 2010 11:42 am    Post subject: Reply with quote

Do you know what the PSP people need? A port of FTE or DP.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Thu Jul 01, 2010 12:18 pm    Post subject: Reply with quote

Swift wrote:
Do you know what the PSP people need? A port of FTE or DP.


Do you know what the PSP people need ? A PC.
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goldenboy



Joined: 05 Sep 2008
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PostPosted: Thu Jul 01, 2010 3:35 pm    Post subject: Reply with quote

Doesn't a HUD only csqc support kinda miss the point?
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Downsider



Joined: 16 Sep 2008
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PostPosted: Thu Jul 01, 2010 8:57 pm    Post subject: Reply with quote

Do you know what the PSP people need? A fucking brain.
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