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catalyst
Joined: 17 Feb 2009 Posts: 26
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Posted: Wed Feb 18, 2009 10:06 pm Post subject: func_pushable in Quake-C |
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hi again,
i become more and more addicted to the forums...
i want to make pushable objects for my mod. i copied the button's functions to plats.qc and am trying to modify them to make a pushable object. i'm stuck with the SUB_CalcMove function at the moment. What should I pass it as the third argument? For the button it was button_wait but I dont need my pushable to wait, do I? |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Thu Feb 19, 2009 11:18 am Post subject: Libraries |
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I just read your post and another one with some rope requirements.
So, I was wondering, could it be possible to create a library of widely used functions, which could then be incorporated into any mod. Something like library.qc which should contain "callable" (=which can be called ) functions.
It could be similar to dpextensions.qc, and keep it frequently updated. After adding something like 100 functions to it, I'm sure it would be pretty useful, and Quake modding will come back to life. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Thu Feb 19, 2009 4:32 pm Post subject: |
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Both of these cases are doable with Twig, well the rope isn't externally supported yet but internally it is.
Problem is Twig is DP specific (theoretically also FTEQW), and often these sorts of things require a lot of external coding to work properly, if the lib is to be modular and clean, meaning you'll be doing a bunch of the work yourself anyway. There can be example code, but example code is rarely very feature-complete, it might not do all the things you want to do, or work in the situations you want it to, and so forth. All things require work. It's like, when adding a physics lib to an engine, you might imagine that you can instantly make cool car games because of this. The truth is that you'll be doing a lot of input and camera work, a lot of tweaking of physics parameters and objects, special case handling and general cursing. Libs basicly just give you a couple more tools, they will very rarely actually do anything for you. _________________ Look out for Twigboy |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Thu Feb 19, 2009 5:05 pm Post subject: Well... |
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It would also require an updated set of QC files (and the compiled progs.dat) in order to work with the library.
It's a lot of work indeed. I will think of something and come back. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Fri Feb 20, 2009 4:00 am Post subject: |
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Half-Life didn't need Twig. |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Fri Feb 20, 2009 7:00 am Post subject: |
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Depends on how you look at it _________________ Look out for Twigboy |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Fri Feb 20, 2009 2:44 pm Post subject: Re: Well... |
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Chip wrote: | It would also require an updated set of QC files (and the compiled progs.dat) in order to work with the library. |
I'm not entirely sure what you're getting at there when referring to needing a compiled progs.dat for a library of some kind. Also its not just a twig library.
An entity library that adds stuff like buzzsaws, pendulums, rotating doors, etc isn't so far fetched. For the most part it doesn't require many external interactions.
An entity library that adds monsters, however, generally needs to hook in to the existing code in order to give valid death messages, for instance.
Hooking the existing code isn't so far fetched, however - all functions are essentially just variables, and can be rerouted. But really its not worth it, best to supply the library's hooks in the form of a .patch of some kind really. _________________ What's a signature? |
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