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Postby Spirit » Wed Dec 22, 2010 11:55 pm

Entirely depends on the version. I used 3 and 4 on hardware less powerful than any decent netbook.
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Postby ceriux » Thu Dec 23, 2010 12:13 am

tooo much crap on here -removed original post-
Last edited by ceriux on Sun Jan 16, 2011 2:36 am, edited 1 time in total.
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Postby Spirit » Thu Dec 23, 2010 8:51 am

Yeah, that is a lot of unrelated clutter but my crystal ball tells me that 3DSMAX4 will run wonderfully on it...
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Postby Junrall » Sun Jan 09, 2011 1:32 am

Well, QCPad is coming along just fine! :)

I pretty much have the syntax highlighter done. At the moment I'm stitching it into QCPad. There are a couple of minor things that need to be looked at later, but for now they are minor... one in particular is detecting and colorizing the multiline comments (/* and */) while typing. The code itself works fine... its how the RichTextBox acts that is annoying!
One thing that I am definitely going to implement is the ability to comment/uncomment a single line of code or several lines of code with just a click of a button... just like Visual Studio does.

I do have a question...

Do all engine mods use progs.src and progs.dat? Or are there variants of these two files? Didn't QuakeWorld use something different?
Currently, QCPad looks for these two files only. Of the two files progs.src is the most important... it is dynamically updated when a file is added to or removed from the project's file list, or when the list is reordered.
If there are any variants of these two files QCPad will need to find those as well... or at least allow the user to manually choose these other variants.
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Postby Spike » Sun Jan 09, 2011 1:47 am

Junrall wrote:Do all engine mods use progs.src and progs.dat? Or are there variants of these two files? Didn't QuakeWorld use something different?

As far as the compiler cares (except perhaps for printing which it is), its the same.
The defs.qc file is different (before end_sys_fields), as are the builtins. This might cause issues if you hardcode builtin names. The engine loads qwprogs.dat instead of progs.dat but that's just a filename change. You'll have these issue for extensions and csqc/menu too, so quakeworld shouldn't be special in that regard.
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Postby ceriux » Sun Jan 09, 2011 2:33 am

Junrall wrote:Well, QCPad is coming along just fine! :)

I pretty much have the syntax highlighter done. At the moment I'm stitching it into QCPad. There are a couple of minor things that need to be looked at later, but for now they are minor... one in particular is detecting and colorizing the multiline comments (/* and */) while typing. The code itself works fine... its how the RichTextBox acts that is annoying!
One thing that I am definitely going to implement is the ability to comment/uncomment a single line of code or several lines of code with just a click of a button... just like Visual Studio does.

I do have a question...

Do all engine mods use progs.src and progs.dat? Or are there variants of these two files? Didn't QuakeWorld use something different?
Currently, QCPad looks for these two files only. Of the two files progs.src is the most important... it is dynamically updated when a file is added to or removed from the project's file list, or when the list is reordered.
If there are any variants of these two files QCPad will need to find those as well... or at least allow the user to manually choose these other variants.


I want this so bad!
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Postby Junrall » Sun Jan 09, 2011 3:12 am

Spike wrote:As far as the compiler cares (except perhaps for printing which it is), its the same.
The defs.qc file is different (before end_sys_fields), as are the builtins. This might cause issues if you hardcode builtin names. The engine loads qwprogs.dat instead of progs.dat but that's just a filename change. You'll have these issue for extensions and csqc/menu too, so quakeworld shouldn't be special in that regard.

Thats good to know. No key words will be hard coded. However, quotes for strings, apostrophes for vector strings, slashes and the asterix for comments will be hardcoded.


ceriux wrote:I want this so bad!

Me too! I can't wait till QCPad is far enough along to share! When I have a chance I'll upload a video of it.
Right now I've just discovered that the syntax highlighter is chugging a bit... it wasn't the last time I ran it... might be something I have running in the background.
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Black-Life

Postby Maxyh » Sun Jan 09, 2011 2:35 pm

Im making a half life mod named black-life..

- You play with male assassin
- New Weapon: Desert Eagle (Replaces pistol)
- New Monster: Contrustion Zombie
- All maps edited. added more monsters to make it hard :)
- New sounds




I'll put your name credits, if you create a name for player :)
Hello! Im Maxuy from Quakeone, im mapper & modder
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Postby ceriux » Sun Jan 09, 2011 6:39 pm

i would replace that pistol with a more assassin friendly one. something... silenced?
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Postby ceriux » Mon Jan 10, 2011 5:28 am

Image

Image
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Re: Black-Life

Postby ooppee » Mon Jan 10, 2011 6:22 am

Maxyh wrote:Im making a half life mod named black-life..

- You play with male assassin
- New Weapon: Desert Eagle (Replaces pistol)


I'd change the name to something else, it just doesn't sound racially correct lol. Maybe Assassin-Life?

As for the Desert Eagle, you are aware the default pistol has a submodel that adds a silencer? I'd make use of that. That's what the Assassins used in HL1.
I'd also re-add the flashbang. It was going to be a weapon for the Assassins in Opposing Force but was cut. The model is in the pak - w_fgrenade.mdl
It's also on their belts.
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Postby ceriux » Mon Jan 10, 2011 6:57 am

Image

wip head ^

Image

full shot ^


Image

^ concept

-update-

Image


Image
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Postby ceriux » Wed Jan 12, 2011 11:11 pm

for turtle mod. (if quake played like "wolf3d")

hehe anyways. started with the pistol. not trying very hard on the visuals gunna try n focus on the code.

Image
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Postby Error » Thu Jan 13, 2011 6:53 am

awesome stuff man
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Postby leileilol » Thu Jan 13, 2011 6:54 am

looks like you're delivering a muffin on a tray with a butterknife stuck in it
i should not be here
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