[DarkPlaces] QC drawing graphics onto the screen?
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[DarkPlaces] QC drawing graphics onto the screen?
Hi, does anyone know if it's possible to draw some graphics onto the screen during gameplay using QuakeC?
I've perused all the built-in functions of QuakeC and scanned dpextensions.qc but I can't seem to find anything that would help me do this.
What I intend to achieve is along the lines of a "current objectives" panel similar to Quake 2, and maybe an in-game inventory screen thingy.
I have made custom graphics for the windows, consoles and stuff using Photoshop, but I can't seem to find a way to draw them in-game using QuakeC.
Do I have to resort to modifying DP's source to achieve this?
I've perused all the built-in functions of QuakeC and scanned dpextensions.qc but I can't seem to find anything that would help me do this.
What I intend to achieve is along the lines of a "current objectives" panel similar to Quake 2, and maybe an in-game inventory screen thingy.
I have made custom graphics for the windows, consoles and stuff using Photoshop, but I can't seem to find a way to draw them in-game using QuakeC.
Do I have to resort to modifying DP's source to achieve this?
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Nash - Posts: 95
- Joined: Fri Oct 19, 2007 5:56 pm
- Location: Kuala Lumpur, Malaysia
That would be a job for Client-Side QuakeC.
... Unfortunately, nobody knows how to use it. Or if it even exists.
... Unfortunately, nobody knows how to use it. Or if it even exists.
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
CSQC is an abbreviation for Client-Side QuakeC... Which has very little if no documentation and apparently only a handful of people in the world understand how to use with regards to Darkplaces & FTEQW...
GiffE wrote:Nash wrote:I guess this mod has it hard-coded then?
Chris uses CSQC
-

xaGe - Posts: 461
- Joined: Wed Mar 01, 2006 8:29 am
- Location: Upstate, New York
After some searching, I found out that Nexuiz has CSQC code in it. So off I went to download the game, and copied over the CSQC sources into my mod's folder.
I'm going to try figure it out, but before that, I need to find out how to get it to even compile. Here is what frikqcc 2.6 spits out:
Anyone knows what's going on?
I'm going to try figure it out, but before that, I need to find out how to get it to even compile. Here is what frikqcc 2.6 spits out:
- Code: Select all
warning: LINK:0:System defs do match internal crcs.
Anyone knows what's going on?
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Nash - Posts: 95
- Joined: Fri Oct 19, 2007 5:56 pm
- Location: Kuala Lumpur, Malaysia
Well that's just a warning. It means it won't work as server-side QC progs.dat, which is quite the point, so you can ignore it.
For the record I use FTEQCC. If you can't get something to compile in FrikQCC, there's a chance it uses some FTEQCC only features. (see here for the latest build of FTEQCC)
For the record I use FTEQCC. If you can't get something to compile in FrikQCC, there's a chance it uses some FTEQCC only features. (see here for the latest build of FTEQCC)
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
Thanks. I used to have trouble deciding which compiler to use, but I went with Frik's for some reason I can't remember. :?
(I think it was the lax error check/warnings... FTEQCC always produces tons of warnings even with the stock ID1 QC)
(I think it was the lax error check/warnings... FTEQCC always produces tons of warnings even with the stock ID1 QC)
-

Nash - Posts: 95
- Joined: Fri Oct 19, 2007 5:56 pm
- Location: Kuala Lumpur, Malaysia
FTEQCC supports arrays just fine.
Then in a function...
stuff about FTEQCC arrays:
* they can only be declared globally, no
local entity army_array[50]; etc
* You cannot compare 2 arrays unless referenced as a pointer using an entity, in example:
Valid:
Invalid:
- Code: Select all
float NUMBER_OF_SLOTS = 12;
.entity myslot[NUMBER_OF_SLOTS]; /* FTE compiler arrays, you must use fteqcc to compile this */
Then in a function...
- Code: Select all
for(nCnt = 0; nCnt < NUMBER_OF_SLOTS; nCnt++)
{
self.(myslot[nCnt]) = spawn();
self.(myslot[nCnt]).owner = self;
}
stuff about FTEQCC arrays:
* they can only be declared globally, no
local entity army_array[50]; etc
* You cannot compare 2 arrays unless referenced as a pointer using an entity, in example:
Valid:
- Code: Select all
local entity slot, slotb;
slot = self.(myslot[(self.activeslot - 1)]);
slotb = self.(myslot[(self.activeslot)]);
slot.power = slotb.power;
Invalid:
- Code: Select all
self.(myslot[(self.activeslot - 1)]).power = self.(myslot[(self.activeslot)]).power;
- Chris
- Posts: 79
- Joined: Sat Aug 05, 2006 5:31 am
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