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Nash

Joined: 19 Oct 2007 Posts: 95 Location: Kuala Lumpur, Malaysia
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Posted: Fri Oct 19, 2007 9:49 pm Post subject: [DarkPlaces] QC drawing graphics onto the screen? |
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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
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Posted: Fri Oct 19, 2007 11:12 pm Post subject: |
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That would be a job for Client-Side QuakeC.
... Unfortunately, nobody knows how to use it. Or if it even exists. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Nash

Joined: 19 Oct 2007 Posts: 95 Location: Kuala Lumpur, Malaysia
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Posted: Fri Oct 19, 2007 11:50 pm Post subject: |
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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
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Posted: Sat Oct 20, 2007 3:23 am Post subject: |
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..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
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Posted: Sat Oct 20, 2007 3:32 am Post subject: |
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what happened to tei's showlmp :S _________________
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Nash

Joined: 19 Oct 2007 Posts: 95 Location: Kuala Lumpur, Malaysia
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Posted: Sat Oct 20, 2007 12:47 pm Post subject: |
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I guess this mod has it hard-coded then? |
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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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Posted: Sat Oct 20, 2007 1:56 pm Post subject: |
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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
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Posted: Sat Oct 20, 2007 2:26 pm Post subject: |
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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
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Posted: Sat Oct 20, 2007 2:27 pm Post subject: |
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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...
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
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Posted: Sat Oct 20, 2007 3:01 pm Post subject: |
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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:
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warning: LINK:0:System defs do match internal crcs.
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Anyone knows what's going on? |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sat Oct 20, 2007 4:27 pm Post subject: |
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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) _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Nash

Joined: 19 Oct 2007 Posts: 95 Location: Kuala Lumpur, Malaysia
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Posted: Sat Oct 20, 2007 7:50 pm Post subject: |
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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
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Posted: Sat Oct 20, 2007 10:59 pm Post subject: |
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fteqcc has issues with functions like trace_plane_normal though  _________________
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Nash

Joined: 19 Oct 2007 Posts: 95 Location: Kuala Lumpur, Malaysia
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Posted: Sun Oct 21, 2007 8:14 am Post subject: |
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Yeah I went back with FrikQCC because FTEQCC doesn't support arrays. |
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Chris
Joined: 05 Aug 2006 Posts: 78
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Posted: Mon Oct 29, 2007 7:37 pm Post subject: |
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FTEQCC supports arrays just fine.
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float NUMBER_OF_SLOTS = 12;
.entity myslot[NUMBER_OF_SLOTS]; /* FTE compiler arrays, you must use fteqcc to compile this */
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Then in a function...
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for(nCnt = 0; nCnt < NUMBER_OF_SLOTS; nCnt++)
{
self.(myslot[nCnt]) = spawn();
self.(myslot[nCnt]).owner = self;
}
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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:
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local entity slot, slotb;
slot = self.(myslot[(self.activeslot - 1)]);
slotb = self.(myslot[(self.activeslot)]);
slot.power = slotb.power;
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Invalid:
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self.(myslot[(self.activeslot - 1)]).power = self.(myslot[(self.activeslot)]).power;
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