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[DarkPlaces] QC drawing graphics onto the screen?
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Fri Oct 19, 2007 9:49 pm    Post subject: [DarkPlaces] QC drawing graphics onto the screen? Reply with quote

Hi, does anyone know if it's possible to draw some graphics onto the screen during gameplay using QuakeC?

I've perused all the built-in functions of QuakeC and scanned dpextensions.qc but I can't seem to find anything that would help me do this.

What I intend to achieve is along the lines of a "current objectives" panel similar to Quake 2, and maybe an in-game inventory screen thingy.

I have made custom graphics for the windows, consoles and stuff using Photoshop, but I can't seem to find a way to draw them in-game using QuakeC.

Do I have to resort to modifying DP's source to achieve this?
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Fri Oct 19, 2007 11:12 pm    Post subject: Reply with quote

That would be a job for Client-Side QuakeC.


... Unfortunately, nobody knows how to use it. Or if it even exists.
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Fri Oct 19, 2007 11:50 pm    Post subject: Reply with quote

Looks like I'll just have to modify the source to do this. :(
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Sat Oct 20, 2007 3:23 am    Post subject: Reply with quote

..And if it did exist a tutorial on how to use it would be great...


Sajt wrote:
That would be a job for Client-Side QuakeC.


... Unfortunately, nobody knows how to use it. Or if it even exists.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Oct 20, 2007 3:32 am    Post subject: Reply with quote

what happened to tei's showlmp :S
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Sat Oct 20, 2007 12:47 pm    Post subject: Reply with quote

I guess this mod has it hard-coded then?
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Sat Oct 20, 2007 1:56 pm    Post subject: Reply with quote

Nash wrote:
I guess this mod has it hard-coded then?

Chris uses CSQC
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Sat Oct 20, 2007 2:26 pm    Post subject: Reply with quote

So why this is Client-Side QuakeC so secretive, so mysterious? Is there a good reason why no one really wants to talk about it in particular?
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Sat Oct 20, 2007 2:27 pm    Post subject: Reply with quote

CSQC is an abbreviation for Client-Side QuakeC... Which has very little if no documentation and apparently only a handful of people in the world understand how to use with regards to Darkplaces & FTEQW... Sad


GiffE wrote:
Nash wrote:
I guess this mod has it hard-coded then?

Chris uses CSQC
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Sat Oct 20, 2007 3:01 pm    Post subject: Reply with quote

After some searching, I found out that Nexuiz has CSQC code in it. So off I went to download the game, and copied over the CSQC sources into my mod's folder.

I'm going to try figure it out, but before that, I need to find out how to get it to even compile. Here is what frikqcc 2.6 spits out:

Code:

warning: LINK:0:System defs do match internal crcs.


Anyone knows what's going on?
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sat Oct 20, 2007 4:27 pm    Post subject: Reply with quote

Well that's just a warning. It means it won't work as server-side QC progs.dat, which is quite the point, so you can ignore it.

For the record I use FTEQCC. If you can't get something to compile in FrikQCC, there's a chance it uses some FTEQCC only features. (see here for the latest build of FTEQCC)
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Sat Oct 20, 2007 7:50 pm    Post subject: Reply with quote

Thanks. I used to have trouble deciding which compiler to use, but I went with Frik's for some reason I can't remember. :?

(I think it was the lax error check/warnings... FTEQCC always produces tons of warnings even with the stock ID1 QC)
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Oct 20, 2007 10:59 pm    Post subject: Reply with quote

fteqcc has issues with functions like trace_plane_normal though Sad
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Sun Oct 21, 2007 8:14 am    Post subject: Reply with quote

Yeah I went back with FrikQCC because FTEQCC doesn't support arrays.
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Chris



Joined: 05 Aug 2006
Posts: 78

PostPosted: Mon Oct 29, 2007 7:37 pm    Post subject: Reply with quote

FTEQCC supports arrays just fine.


Code:


 float NUMBER_OF_SLOTS = 12;
 .entity myslot[NUMBER_OF_SLOTS];      /* FTE compiler arrays, you must use fteqcc to compile this */




Then in a function...

Code:


for(nCnt = 0; nCnt < NUMBER_OF_SLOTS; nCnt++)
   {

    self.(myslot[nCnt]) = spawn();
      self.(myslot[nCnt]).owner = self;
   }



stuff about FTEQCC arrays:

* they can only be declared globally, no
local entity army_array[50]; etc

* You cannot compare 2 arrays unless referenced as a pointer using an entity, in example:

Valid:

Code:

local entity slot, slotb;

slot = self.(myslot[(self.activeslot - 1)]);

slotb = self.(myslot[(self.activeslot)]);

slot.power = slotb.power;


Invalid:

Code:

self.(myslot[(self.activeslot - 1)]).power = self.(myslot[(self.activeslot)]).power;
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