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CSQC IS NEEDED

 
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PostPosted: Fri Jun 20, 2008 2:16 am    Post subject: CSQC IS NEEDED Reply with quote

it's needed by a ton of people that have no idea how to even get started in using it... so all I'm proposing is that there is an insane need for some kind of way for people to get started in CSQC. I, for one, would love to have a clue.

PLEASE!!! Someone write some tutorials or something.
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daemon



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PostPosted: Fri Jun 20, 2008 2:46 am    Post subject: Reply with quote

http://www.daemonforge.org/files/source/csqc-scratch.zip

there's other versions floating around but that one should be fine.
I think it's missing a few things, but nothing huge.

I'd start with adding some stuff inside CSQC_UpdateView in View.qc

also poke around Main.qc for some other fun stuff

look in csqc_builtins.qc for some functions you can use. most of them are pretty self explanitory.

compile, and put csprogs.dat in your gamedir along side progs.dat
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Urre



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PostPosted: Sun Jun 22, 2008 10:13 pm    Post subject: Reply with quote

I've made a note to myself to bring forth some form of info about this, possibly on a site of mine, possibly as tutorials here. Generally speaking it depends so much on what you want to do. The only bit of info that isn't currently available on the net is how to use shared entities, but it isn't very hard to find out. How to do it successfully when doing anything more advanced than a clientside rocket, now that's a bit tougher. Hopefully I'll be able to give some insight on that in the future, as well as "where the eff do I start?" type of things.
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PostPosted: Mon Jun 23, 2008 7:42 am    Post subject: Reply with quote

simple things like status bar upgrades or even downgrades to text instead of images... aligning it with the client's view size...

a client side mouse (I know DP has this for prydon gate, although I use it a lot in Realms of Quake)

shared entity info would be cool too.

I'm a complete noob in the ways of CSQC and think of it as a foreign language.

To people like me, info and docs are needed. I'd love to have them be inside3d tutorials or articles even. Maybe we could start a category of CSQC just for this.
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Urre



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PostPosted: Mon Jun 23, 2008 5:28 pm    Post subject: Reply with quote

Just so you know, the prydon cursor is in fact a fully useable extension by any mod, not just prydon gate. It's somewhat badly named. Generally very easy to use, and very useful. See dpextensions.qc for details.

On another note, a clientside cursor written in csqc isn't all that simple to do. The cursor itself isn't hard, but if you want it to interact with anything but csqc entities or a 2d interface, then things get tougher. That's when you need to start using shared entities. Why? Because csqc has no info about entities in svqc, so you can't click on a purely svqc entity, for example. Well, you could, in a very hackish way, by sending click info to the server, where it'd intercept wether you actually hit something. But that'd lag, ofcourse.

Status bar stuff is alright, relatively easy and fun, although you'd need to recode the entire quake status bar if you'd want to alter it in any way. Then again, that's how modding is supposed to work. I recall FrikaC requesting someone writing up a copy of the quake menu in mqc, so that he could mod it.

I think generally the problem with these kinds of things is the whole "where the heck do I start" deal, which always feels like the hardest obstacle to cross. Once you're past that, you can very quickly get on a roll.
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