What are you working on?
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Entirely depends on the version. I used 3 and 4 on hardware less powerful than any decent netbook.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Yeah, that is a lot of unrelated clutter but my crystal ball tells me that 3DSMAX4 will run wonderfully on it...
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
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 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.
Good God! You shot my leg off!
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Junrall - Posts: 191
- Joined: Mon Sep 21, 2009 12:27 am
- Location: North West Oregon, USA
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.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
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.
Good God! You shot my leg off!
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Junrall - Posts: 191
- Joined: Mon Sep 21, 2009 12:27 am
- Location: North West Oregon, USA
Black-Life
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
- 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
- Maxyh
- Posts: 6
- Joined: Sat Jan 08, 2011 8:55 pm
- Location: Finland
Re: Black-Life
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.
- ooppee
- Posts: 70
- Joined: Thu Oct 28, 2010 2:57 am
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