Search found 429 matches
- Mon May 08, 2023 4:38 am
- Forum: CSQC Programming
- Topic: how to use <insert here> in CSQC
- Replies: 16
- Views: 17163
Re: how to use <insert here> in CSQC
In the previous post we used json_get_float(node) to get a float out of the node. This can be simplified using some syntactic sugar. instead of using json_get_float(), we could just append a ".f" to the nodepath as follows: float f_text_size = root.widget.text.size.f; This also works for s...
- Mon May 08, 2023 4:23 am
- Forum: CSQC Programming
- Topic: how to use <insert here> in CSQC
- Replies: 16
- Views: 17163
Re: how to use <insert here> in CSQC
Json tutorial continued. Starting with a json string borrowed from https://json.org/example.html string json_string_data = "{\"widget\": {\"debug\": \"on\", \"window\": {\"title\": \"Sample Konfabulator Widget\", \"name\": \&...
- Mon May 08, 2023 4:04 am
- Forum: CSQC Programming
- Topic: how to use <insert here> in CSQC
- Replies: 16
- Views: 17163
Re: how to use <insert here> in CSQC
Quick overview of the methods in this post. next post for usage walkthrough. Json is easy to parse if you know the field types beforehand, and a bit of an annoyance if you don't. Functions to create and destroy a json node. jsonnode(string) json_parse = #0:json_parse; void(jsonnode) json_free = #0:j...
- Sun May 07, 2023 8:56 pm
- Forum: CSQC Programming
- Topic: how to use <insert here> in CSQC
- Replies: 16
- Views: 17163
Re: how to use <insert here> in CSQC
Today we are going to look at hash tables. The comments in fteextensions.qc are pretty clear here, but having it all laid out tutorial style can still be helpful, so here goes. hashtable(float tabsize, optional float defaulttype) hash_createtab = #287; void(hashtable table) hash_destroytab = #288; v...
- Tue Jan 26, 2016 2:54 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127865
Re: What are you working on?
https://gitlab.com/gnounc/quakecEvents Just finished a teensy library for registering and unregistering callbacks. Test example included. its as easy as calling registerCallback(cb_killTest, EVENT_KILLED); to register a callback when something dies, calling unregisterCallback(cb_killTest, EVENT_KILL...
- Tue Jan 26, 2016 1:19 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127865
Re: What are you working on?
Jdolan,
Sounds like this is probably something I would use. When I step up my programming game, I'll keep this project in mind.
Thanks for sharing it here!
In the meantime, got any screenshots for the menus you've made with it?
Sounds like this is probably something I would use. When I step up my programming game, I'll keep this project in mind.
Thanks for sharing it here!
In the meantime, got any screenshots for the menus you've made with it?
- Sun Dec 27, 2015 5:15 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127865
Re: What are you working on?
c0burn, whats the mod about?
and what are the release plans?
Hud looks good. minimal, but good
and what are the release plans?
Hud looks good. minimal, but good
- Sun Nov 15, 2015 7:02 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127865
Re: What are you working on?
Looks good, other than metro ui being ugly as sin.
Sorry to hear things arent going well.
Sorry to hear things arent going well.
- Sat Nov 07, 2015 1:05 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127865
Re: What are you working on?
Thats good shit Mankrip, keep us posted! I've been waiting for another CSQC engine : )
Good luck with the protocol stuff too.
Good luck with the protocol stuff too.
- Sun Sep 20, 2015 5:32 pm
- Forum: Project Showcase
- Topic: Diver: Indie Development (Darkplaces Engine)
- Replies: 7
- Views: 6386
Re: Diver: Indie Development (Darkplaces Engine)
Diver was good, I enjoyed it. It could use some polish, but what games cant? I really hated that it said diver in the top left corner for every load screen, made it feel like a tech demo, where the watermark has to be there the entire time so people don't forget what it is their demoing/ also the ga...
- Tue Aug 04, 2015 1:10 am
- Forum: General Discussion
- Topic: QUAKE MOD SHOWCASE
- Replies: 11
- Views: 9557
Re: QUAKE MOD SHOWCASE
I'm kew wit dat.
- Thu Jul 23, 2015 12:06 am
- Forum: General Discussion
- Topic: QUAKE MOD SHOWCASE
- Replies: 11
- Views: 9557
Re: QUAKE MOD SHOWCASE
I agree heavily with scarecrow. We have a qc area. We have a csqc area. We have an engine area, and a modeling area. throw your works there, thats what theyre there for. More importantly, I also agree that what are you working on is not supposed to be easy to skim. Its the daily mail. You post your ...
- Thu Jun 04, 2015 7:27 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127865
Re: What are you working on?
The head turning is funny, good work seven!
Always nice to watch the smc pile on features
Always nice to watch the smc pile on features
- Tue Jun 02, 2015 5:59 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127865
Re: What are you working on?
Yeah mankrip, that does make quite the difference
- Mon Jun 01, 2015 3:37 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127865
Re: What are you working on?
Hot Damn Sock! I didnt expect that video to be so visually expressive. The breakables really burst forward in an action movie kind of way, thats awesome to look at.