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Mexicouger Joined: 01 May 2010 Posts: 129 |

Posted: Thu Jun 24, 2010 7:13 am Post subject: Comiling txqbsp With MVC++? |

I am just puzzled on this.... I downloaded MVC++ 2005 express and I opened up kurok txqbsp(With My modifications), And I opened up the .dsp file and Then it loaded the Project. I then Hit Build and It made a .sln file. It had like 3 errors and 76 warnings. Is this normal?
]
Shouldn't It make a txqbsp.exe file for use?

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Thu Jun 24, 2010 7:38 am Post subject: |

Not with 2005, no. First of all 2005 comes with a very limited set of leaders and libs, and isn't of much use for native code development. 2008 is much much better, but the other problems that apply to 2005 also apply there and will need to be solved.
Secondly anyway your project has likely switched to Unicode. Check the character set in the config properties as per the screenshot here: http://blog.slickedit.com/wp-content/uploads/2007/09/mbcs.png - if it's not set or Unicode you want to switch it to Multibyte.
Thirdly, if you're set to Warning Level 3 you'll be spammed with lots of warnings about unsafe functions. Just set it to Warning Level 1 and be done with it.
This should remove most of the warnings and some of the errors. If you still get errors, post them here and we'll see if we can help.
Fourthy, even after having done all of that, it may not even work as 2005 and 2008 only support the multithreaded C runtime, which can occasionally cause weirdness.
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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Thu Jun 24, 2010 7:39 am Post subject: Re: Comiling txqbsp With MVC++? |

Mexicouger wrote:
It had like 3 errors ... Shouldn't It make a txqbsp.exe file for use?

There are slight differences from compiler to compiler, what were the 3 errors?
(This has nothing to do with QuakeC, btw. Probably should have been posted in the "Mapping" section.)
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Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Mexicouger Joined: 01 May 2010 Posts: 129 |

Posted: Thu Jun 24, 2010 10:07 am Post subject: |

Oh yea, And I forgot about this code in the engine. I want the new setsize to be around half the player, so this is my size. -12 -12 -32, 12 12 12 How do I get it that Size in this Code:

Code:
hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset) { model_t *model; vec3_t size; vec3_t hullmins, hullmaxs;
hull_t *hull;
// decide which clipping hull to use, based on the size
if (ent->v.solid == SOLID_BSP)
{ // explicit hulls in the BSP model
if (ent->v.movetype != MOVETYPE_PUSH)
Sys_Error ("SOLID_BSP without MOVETYPE_PUSH");
model = sv.models[ (int)ent->v.modelindex ];
if (!model || model->type != mod_brush)
Sys_Error ("MOVETYPE_PUSH with a non bsp model");
VectorSubtract (maxs, mins, size);
if (size[0] < 3)
hull = &model->hulls[0];
else if (size[0] <= 32)
hull = &model->hulls[1];
else if (size[0] <= 12)//My attempt for a new Box
hull = &model->hulls[3];//The third
else
hull = &model->hulls[2];
// calculate an offset value to center the origin
VectorSubtract (hull->clip_mins, mins, offset);
VectorAdd (offset, ent->v.origin, offset);
}
else
{ // create a temp hull from bounding box sizes
VectorSubtract (ent->v.mins, maxs, hullmins);
VectorSubtract (ent->v.maxs, mins, hullmaxs);
hull = SV_HullForBox (hullmins, hullmaxs);
VectorCopy (ent->v.origin, offset);
}
return hull;
}

So preferably right here

Code:
else if (size[0] <= 12)//My attempt for a new Box hull = &model->hulls[3];//The third

if I want it to be Like that size, What do I have to make that? Is it fine the way it is or what?
This is basically the last thing Until I get this All Worked out ^.^
EDIT: I added the stuff into the COmpiler and Engine, And Then I made a map and Botted it up and I got this error:
SV_Hullpointcontents: Bad node Number
What the Heck?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Thu Jun 24, 2010 10:34 am Post subject: |

Mexicouger wrote:
What do I have to make that? Is it fine the way it is or what?

No. The map compiler builds hulls, you can't just add an extra line of code defining "hull[3]" and compile it.
If you want to CHANGE a hull size (i.e. hull[0] or hull[1] or hull[2] ... one of the three EXISTING hulls) then that is easy and you can just change numbers.
If you are wanting to make an entirely NEW 4th hull called hull[3], you are off the beaten path and have wandered into the wilderness.
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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Thu Jun 24, 2010 12:28 pm Post subject: |

might be interesting to make external hulls. Then we could have whatever (specific) sizes we wanted. would need to fix up the loader, the mem array size, and the hull chooser, but that would be far simpler then supporting q2bsp. There's a chunk of code in model.c+gl_model.c that seeds the hull sizes correctly, so you need to make sure that's done or hull[3] won't contain useful info.
Also only maps which you compile will have this hull[3] - you can test a map to see if one is present by testing the startplane field of the hull[3] structure. if its 0, then you can safely assume that there is no hull (note that this check is not valid for hull[0], but works for any other).
(hull[0] is actually generated from the rendering hull, so must be a point-sized hull in all cases, or rendering would be fscked).
-12 to +12 is 24 units wide, unlike your <=12 test implies, but that is not the cause for any crashes.
Once you have a map with a hull[3], it should work fine in every q1 engine out there, they just won't use the new hull. If your map crashes in an unmodified engine, the fault is within your bsp compiler.
You may find it more convienient to keep the mins_z size as -24 instead of using -32.
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Mexicouger Joined: 01 May 2010 Posts: 129 |

Posted: Thu Jun 24, 2010 6:16 pm Post subject: |

I may tackle a New Hull. I thought adding a new Hull was as easy as going to all the locations and adding a [3] But of course it isn't. nothing is in the coding world. So I will just edit The hull 0. And by the way.. If there are only 3 Hulls, Then how did quake 1 do that Big red enemy at the end or that Big Worm thing? I don't get how they coulda done that....
And anyway, the size of the morphball would fit alot of other monsters. I mean... Alot of the monsters in metroid ARE the size of the morphball. Then Hunters and Other things could be included in The player or monster Hull.
But I don't think I will abandon the Idea of a new HULL quite yet
EDIT: I can change hull 0 right?

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Thu Jun 24, 2010 8:12 pm Post subject: |

I suspect changing hull[0] may screw all hitscan weapons (shotguns and alike)... _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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Mexicouger Joined: 01 May 2010 Posts: 129 |

Posted: Thu Jun 24, 2010 8:24 pm Post subject: |

Hmm. I may as well just add a HULL. I will change the monster size for the time Being. And I find many problems with changing the 0 HULL. Like I am nothing ingame. I can walk through some cracks in walls And stuff like that. I fall through the Ground at some points.

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

Posted: Thu Jun 24, 2010 8:36 pm Post subject: |

changing hull[0] will fsck everything up. Like I said earlier, you cannot resize hull[0]. _________________ What's a signature?

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metlslime Joined: 05 Feb 2008 Posts: 177 |

Posted: Fri Jun 25, 2010 4:07 am Post subject: |

Mexicouger wrote:
And by the way.. If there are only 3 Hulls, Then how did quake 1 do that Big red enemy at the end or that Big Worm thing? I don't get how they coulda done that....

Those two enemies never move, so they never have to collide against the world.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Jun 25, 2010 5:00 am Post subject: |

Mexicouger wrote:
But I don't think I will abandon the Idea of a new HULL quite yet EDIT: I can change hull 0 right?

You gain experience learning and thinking about limits.
You level up understanding both how to work within the limits you have AND working within your own limits but recognizing when you can leverage other people's expertise.
Take the shortcut and give up on the idea of a new hull and work within the boundaries you have.
Everyone has an ultimate list of wants for their ideas, but completing something means you draw a common sense line between what you can have easily and what will draw out things forever.
It sounds like the monsters and the ball-size hull are about the same, so do the common sense thing and change hull2 and click compile and your problem is over by morning. Or do it the stupid way and waste 3 weeks of your life. Seriously.
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Mexicouger Joined: 01 May 2010 Posts: 129 |

Posted: Fri Jun 25, 2010 6:30 pm Post subject: |

Alright. It just doesn't seem Real hard to add a HULL. Its as easy as expanding the Numbers from 0-2 to 0-3 All over the code and then you Have a new HULL. Or so it seems to me. But I underestimate alot when Coding. But what about Big Bosses I want to Have like chozo and crap like that? Big robotic things tat Are super hard to kill that Are only in 1 room?
So tell me this: Is it possible To add a new HULL in a span of a night(8 hours)?
It just seems to easy to add another hull through my eyes. But I will take your guys advice and Edit HULL 2.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Jun 25, 2010 7:23 pm Post subject: |

Mexicouger wrote:
Alright. It just doesn't seem Real hard to add a HULL. Its as easy as expanding the Numbers from 0-2 to 0-3 All over the code and then you Have a new HULL. Or so it seems to me. But I underestimate alot when Coding. But what about Big Bosses I want to Have like chozo and crap like that? Big robotic things tat Are super hard to kill that Are only in 1 room?
So tell me this: Is it possible To add a new HULL in a span of a night(8 hours)?
It just seems to easy to add another hull through my eyes. But I will take your guys advice and Edit HULL 2.

Only you know what is in your range of can and cannot do.
I'm just suggesting that if you are having elementary problems like you have in this thread, this probably falls in column #2.
But only you know.
Many things seem simple. But simple is a relative thing.
Fear doing things not already covered in a tutorial or easily answered in a thread. They can suck away enough time that you lose your momentum.

Mexicouger wrote:
So tell me this: Is it possible To add a new HULL in a span of a night(8 hours)?

Well, you didn't even get it to compile and started this thread.
This thread is 36 hours old, which is over 4 times as long as 8 hours.
I'm just pointing out that all newer modders seem to have this big "must have" list of things that would take years to get done instead of learning that you CAN do quite a bit with the existing limits.
Only you can stop you. Most of the newer guys get distracted by things like you posted in thread and believe me you can complete your project without this and no doubt several other things you think "you absolutely must have".

Mexicouger wrote:
But what about Big Bosses I want to Have like chozo and crap like that? Big robotic things tat Are super hard to kill that Are only in 1 room?

Use clip textures to trap them into an enclosed space
The helicopter in Kurok was ensnared by invisible walls, for example. It was far bigger than "Shambler" sized (hull 2 in Quake is Shambler sized).
That technique has been used to trap dragons in enclosed spaces in Quake mods too.
To the best of my knowledge.
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Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Fri Jun 25, 2010 8:52 pm Post subject: |

I agree with Baker. Constraints forces you to be creative to dodge them. Instead turning the absence of custom hulls a stopper for your work, try to deal with this limitation in another way. I remember seeing a tutorial in AI cafe where you change the enforcer to "crouch" and avoid missiles without touching in engine code - everything was done by QuakeC. You may want to use it as the start point to solve your problem.
_________________
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http://fragmachine.quakedev.com/

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