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GaciX 69

Joined: 27 Feb 2010 Posts: 11 Location: Chile
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Posted: Sat Apr 10, 2010 9:42 pm Post subject: Newbie questions about CSQC |
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Alright, after I have spoken with the rest of the team members with whom I make my mod. I have decided to take the "CSQC road" and incorporate it to my mod. Although it might be like a "suicidal move" to somebody like me (with only 2 months of experience poking around with QuakeC code) to take it and try to do some stuff with it, I'm willing to take the risk to bypass the annoying standard Server-Sided QuakeC limits.
I made some research about CSQC beforehand, but as you might aware of, there isn't too much info about it (or at least some "practical" info instead of technical stuff that I don't really care much of). I was trying to find some mods that use it but Google searches doesn't help much (much of the search results bring me back to Inside3D). I was also looking for some answers to my questions about CSQC, but I really didn't found much info, neither some answers (or I really didn't search enough, thing that I doubt).
Well, these are my questions:
1.- I have read somewhere in these forums that is possible to have standard SSQC code along with CSQC code. How do I do this? Do I have to have a separate SSQC progs.dat along with a CSQC csprogs.dat? Or i have to declare all SSQC files in the CSQC progs.src?
2.- Related to the question above, I'll do the oposite to everybody does in CSQC: I want to have as much SSQC code as possible and keep the CSQC code at minimum and use it only for specific things (like modifying the HUD, doing my "inventory system" idea, making functions to add an select weapons in my massive weaponry system, etcetera). Is this possible? Is there a chance to crash the game if I merge the SSQC code and files with the csprogs.dat?
3.- I read that DarkPlaces' CSQC is somewhat different to FTE's CSQC. Since my mod is going to be DP-exclusive. Is there a thing that I should be aware of while coding in DP's CSQC? Any mayor difference? Any tip about it?
4.- I was looking for some mods with CSQC code in. I only found Nexuiz. Although Nexuiz has a very tidy code, it has a lot of complex stuff that I don't really need and is hard to learn something from it. So I'm asking if somebody can give me some names of mods that use CSQC. I'm exactly looking for CSQC mods with modified HUD and custom weapons if possible. But this is not a requirement for me, any mod that has CSQC in it with more simpler code than Nexuiz can do the job, I'm just looking for ideas and to learn how to do stuff on it.
5.- About savegames. I read that CSQC doesn't save games. I was thinking in importing the SSQC's save function or using FRIK_FILE or both. Do you think that those would solve my problems? Or I'm just speaking nonsense about this?
Well, those are my questions for now. Any help is appreciated and excuse me for my bad english.
Thanks in advance...  |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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r00k
Joined: 13 Nov 2004 Posts: 483
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Sun Apr 11, 2010 10:47 am Post subject: |
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Yup. That's the next thing that goes into OpenQuartz 2. I have combined QC, QWQC, CSQC and some more nice stuff. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Sun Apr 11, 2010 11:05 am Post subject: |
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1: csqc is additional to ssqc. They don't need to share absolutely everything. They are independant modules.
2: Then put only the minimal refresh stuff in there, and a hud renderer. You do not need to create/remove any entities at all.
3: the differences are more annoying than major.
4: there's fte's csqctest - http://fteqw.svn.sourceforge.net/viewvc/fteqw/trunk/quakec/csqctest/src/
5: If you do anything that requires saving in csqc, you're doing something wrong.
The csqc state is meant to be replicated from the ssqc state. ssqc is the ultimate authority on the game. If you're tracking kills clientside, then you also need to track kills serverside for players that connect to a game that is underway.
If you're making a hud, the only state you have are the stats from the ssqc's player entity which will be automatically replicated as soon as you load the game.
Don't save clientside. Save serverside and replicate. _________________ What's a signature? |
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GaciX 69

Joined: 27 Feb 2010 Posts: 11 Location: Chile
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Posted: Sun Apr 11, 2010 11:11 pm Post subject: |
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Thanks Chip and r00k for the mod. Features like the ones present in Kleshik are the things that I'm looking for to learn to do in CSQC...
Also thanks Spike for answering my questions. Now I can pretty much start doing some experiments in CSQC and try to make some of the features that I'm planning to do in my mod.
However if you guys know some other remarkable mod with CSQC code on it, please let me know in this thread... |
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c0burn
Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England
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Posted: Mon Apr 12, 2010 2:02 pm Post subject: |
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Nexuiz |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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avirox
Joined: 16 Aug 2006 Posts: 109
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Posted: Tue Apr 13, 2010 12:36 pm Post subject: |
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If you want a base code to get started with, I suggest taking a look at Urre's tutorials and some of the other aforementioned pojects like kleshik and nexuiz (though the latter may give you headaches). Also, CSQC GUI has a pretty solid base for a "Clean" CSQC kinda project..
http://forums.inside3d.com/viewtopic.php?t=1560 |
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