Load more than 1 add-on
Moderator: InsideQC Admins
15 posts
• Page 1 of 1
Load more than 1 add-on
Is there any way to load more add-ons? The main add-on I use is nehahra one, but would like to use some rogue monsters.
- Mathuzzz
- Posts: 21
- Joined: Sun May 09, 2010 3:59 pm
Nope. Quake mods are monolithic code-wise, you cannot load more than one.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Like Spirit said, there's no way to load 2 mods at the same time.
But in a simpler way, you'll need to find nehahra source code, rogue source code, and put the rogue monsters .qc files into the nehahra source code, modify progs.src properly and then compile.
But in a simpler way, you'll need to find nehahra source code, rogue source code, and put the rogue monsters .qc files into the nehahra source code, modify progs.src properly and then compile.
-

Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
DarkPlaces can layer any number of gamedirs with consecutive -gamedir parameters in the command-line. But it will only use the topmost progs.dat, it can't magically "combine" them.
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.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
Orion wrote:Like Spirit said, there's no way to load 2 mods at the same time.
But in a simpler way, you'll need to find nehahra source code, rogue source code, and put the rogue monsters .qc files into the nehahra source code, modify progs.src properly and then compile.
That's easier said than done.
Darkplaces allows to load .paks and discrete artwork assets (models, sprites, sounds, gfx) from multiple game folders at once. But this doesn't applies for progs.dat, obviously.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
frag.machine wrote:Orion wrote:Like Spirit said, there's no way to load 2 mods at the same time.
But in a simpler way, you'll need to find nehahra source code, rogue source code, and put the rogue monsters .qc files into the nehahra source code, modify progs.src properly and then compile.
That's easier said than done.
Darkplaces allows to load .paks and discrete artwork assets (models, sprites, sounds, gfx) from multiple game folders at once. But this doesn't applies for progs.dat, obviously.
That´s the problem exactly, I already tried it that way, but I get Runtime error 213 with nehahra decompiler, I used patch, which repaired compiler, but decompiler still doesn´t work.
- Mathuzzz
- Posts: 21
- Joined: Sun May 09, 2010 3:59 pm
FTE_MULTIPROGS
permits loading multiple progs at once.
essentually UT mutators, but more clumsy.
does NOT combine existing mods, but does allow adding code to closed source mods in a generic way.
<doc-me>
permits loading multiple progs at once.
essentually UT mutators, but more clumsy.
does NOT combine existing mods, but does allow adding code to closed source mods in a generic way.
<doc-me>
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Spike is an insane-in-the-membrane sorta guy. It's been in FTEQW for a good while now. Sadly, no documentation is found.
-

Error - InsideQC Staff
- Posts: 865
- Joined: Fri Nov 05, 2004 5:15 am
- Location: VA, USA
Error wrote:Spike is an insane-in-the-membrane sorta guy. It's been in FTEQW for a good while now.
This I cannot deny.
Sadly, no documentation is found.
http://fteqw.svn.sourceforge.net/viewvc/fteqw/branches/wip/specs/multiprogs.txt should be sufficient info.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Spike wrote:Error wrote:Sadly, no documentation is found.
http://fteqw.svn.sourceforge.net/viewvc/fteqw/branches/wip/specs/multiprogs.txt should be sufficient info.
Documentation for such exotic extensions as FTE_MULTIPROGS needs to be something more rich and detailed, preferably followed by a couple examples covering the main aspects worth of note. There are a truck of non-trivial and non-obvious details involved in merging two or more QuakeC mods on-the-fly that can easily spoil any autodidact effort to use it (for example, you should consider that many of us have exactly ZERO experience with UT mutators, but that's doesn't prevent us of being curious about how we could explore this feature in Quake), rendering all your effort useless in the sense of "most interested people won't be able to produce something alone just reading two or three paragraphs of text, so they'll just give up".
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
UT mutators work because the base mod is known and consistant. want to make a new weapon? make it derive from class X. job done.
QuakeC doesn't work like that. the code is more procedural. new features require random changes throughout. you can't just create new ents that derive from other ents in well defined ways. a function is a function, not a _member_ function.
multiprogs provides features that can be used to create UT-like mutators. but that's where the similarity ends. the implementation is different - its multiprogs, not mutators. mutators are a mod-specific usage of multiprogs.
multiprogs just says that you can load multiple progs at once, and get/set the globals/fields of other progs if needed, including the globals that refer to function defs, and that values present in one progs are still valid when exposed to another.
it remaps functions strings and fields to be consistent between each progs file, so that you can call an .void() or whatever safely from one progs to another.
globals are still separate though. hence the get/set builtins. and function definitions are actually function pointers of a kind.
its not that exotic, and its not magic. its just a way to add lots more code to an existing progs.
that link documents the functionality and the quirks. but most of the things you presumably envisage doing require a heck of a lot of hooks all over the place. writing such a mutator would be fairly obscure and not a good example of the actual functionality provided.
I did make one that hijacked the playerprethink/postthink functions and made quake turn-based in such a way that should be able to apply to most mods. Which was certainly fun, but not useful - I agree that I should clean it up and post it somewhere, but really it would be a distraction from the code I already gave, unless you really wanted to make quake turn-based and nothing else.
I hate documentation. yes. its terse. enjoy.
QuakeC doesn't work like that. the code is more procedural. new features require random changes throughout. you can't just create new ents that derive from other ents in well defined ways. a function is a function, not a _member_ function.
multiprogs provides features that can be used to create UT-like mutators. but that's where the similarity ends. the implementation is different - its multiprogs, not mutators. mutators are a mod-specific usage of multiprogs.
multiprogs just says that you can load multiple progs at once, and get/set the globals/fields of other progs if needed, including the globals that refer to function defs, and that values present in one progs are still valid when exposed to another.
it remaps functions strings and fields to be consistent between each progs file, so that you can call an .void() or whatever safely from one progs to another.
globals are still separate though. hence the get/set builtins. and function definitions are actually function pointers of a kind.
its not that exotic, and its not magic. its just a way to add lots more code to an existing progs.
that link documents the functionality and the quirks. but most of the things you presumably envisage doing require a heck of a lot of hooks all over the place. writing such a mutator would be fairly obscure and not a good example of the actual functionality provided.
I did make one that hijacked the playerprethink/postthink functions and made quake turn-based in such a way that should be able to apply to most mods. Which was certainly fun, but not useful - I agree that I should clean it up and post it somewhere, but really it would be a distraction from the code I already gave, unless you really wanted to make quake turn-based and nothing else.
I hate documentation. yes. its terse. enjoy.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
I found this on my harddrive: http://fteqw.svn.sourceforge.net/viewvc/fteqw/branches/wip/specs/fbotplug.zip
Its just frikbot (slightly modified+buggified probably to use DP_BOTCLIENT) in a multiprogs plugin, that should work for closed source mods that have frikbot-compatible weapons+rules.
Actually, frikbot is a very good example of multiprogs - its just extra/modular code.
Its just frikbot (slightly modified+buggified probably to use DP_BOTCLIENT) in a multiprogs plugin, that should work for closed source mods that have frikbot-compatible weapons+rules.
Actually, frikbot is a very good example of multiprogs - its just extra/modular code.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
15 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest
