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Error message concerning progdefs.h being out of date...

 
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necros



Joined: 16 Dec 2004
Posts: 22

PostPosted: Mon Dec 20, 2004 8:06 pm    Post subject: Error message concerning progdefs.h being out of date... Reply with quote

Quake crashes with:
"progs.dat system vars have been modified, progdefs.h is out of date"

i'm trying to add new items so i think that may be what's causing it, but i can't figure out exactly what it means...
progdefs.h gets made everytime i compile the code so i don't understand how it can be out of date...

help?
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Mon Dec 20, 2004 8:20 pm    Post subject: Reply with quote

Usually this happens when you add or change stuff too high in defs.qc. If you added any globals, variables, etc, make sure you move them to below the area where it defines:
void end_sys_fields; // flag for structure dumping
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Mon Dec 20, 2004 8:51 pm    Post subject: Reply with quote

DON'T CHANGE THE TOP OF DEFS.QC!!!!

I'm warning you...

Well, yeah, it tends to come up with a message...
Something about progdefs.h being out of date.

Oh, err, yeah, what Wazat said.

Technical stuph. QCC (which ever one) generates a progdefs.h file when compiling. It builds this file from the defs above the void end_sys_fields; definition.
The engine was compiled with a copy of this .h file generated by id.
If they don't match up, the engine will refuse the progs. You can look inside it to see the differences and which changes you need to undo to get it working again.
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Mon Dec 20, 2004 8:53 pm    Post subject: Reply with quote

It also happens when you try to add parms beyond parm16.
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Tue Dec 21, 2004 11:34 pm    Post subject: Reply with quote

Dr. Shadowborg wrote:
It also happens when you try to add parms beyond parm16.


Since the whole concept of the parms is handled engineside and there's a constant there defining that there's only up to parm16, adding more is merely adding unused crap to the system defs.
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necros



Joined: 16 Dec 2004
Posts: 22

PostPosted: Thu Dec 23, 2004 7:54 pm    Post subject: Reply with quote

sorry, forgot to post that i found the problem. i was using items2 for the hipnotic icons but put it below items, which was above that line that you guys said not to put anything above. ^_^

anyway, thanks for the help, guys.

also, frikac, you're saying that if i added a parm17, it would be treated as just a normal float, and not carry over to different levels?
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Fri Dec 24, 2004 1:43 am    Post subject: Reply with quote

Uhh... I think I just tried to reply but ended up sending a PM. Sorry about that, I'm not used to scrolling to the top of the page to find the tiny Add Reply button O_O
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necros



Joined: 16 Dec 2004
Posts: 22

PostPosted: Fri Dec 24, 2004 5:27 am    Post subject: Reply with quote

Quote:
If you added a parm17, it would be the same as adding anything else to the 'special' list... you'd screw it up. You'll notice that when you compile, QCC generates a file called 'progdefs.h', which contains globalvars_t and entvars_t, C structures based on what is defined above the dumping flags in QC. The Quake engine compiles with progdefs.h, so if you change what's in it, it won't match the engine any more.


yeah, i figured that out already. what i meant was if i added a parm17 later on down the line.

also, i too agree that the reply button is small and annoying to click on... can we have a nice 'Reply' button at the bottom where it makes the most sense? ^_^
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Fri Dec 24, 2004 6:41 am    Post subject: Reply with quote

You could add a parm17 later, but it wouldn't do anything. The parm1-16 fields are used explicitly by the engine.
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Supa



Joined: 26 Oct 2004
Posts: 122

PostPosted: Sat Dec 25, 2004 12:26 am    Post subject: Reply with quote

necros: Such a button exists, its just that it's at the top of the page, between the new topic button on the left and the thread location (In this case, 'Inside3D Forums Forum Index -> Coding')
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sat Dec 25, 2004 2:40 am    Post subject: Reply with quote

necros wrote:
also, i too agree that the reply button is small and annoying to click on... can we have a nice 'Reply' button at the bottom where it makes the most sense? ^_^


Notice how he said the reply button [on the top] is annoying to click on and he wants one *on the bottom*...
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Sat Dec 25, 2004 9:57 am    Post subject: Reply with quote

Reply Icons are comming!!! Reply Icons are comming!!

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