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Turtlemodding Thread

Talk about the Quake Expo and Quake Speed events.

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Postby r00k » Fri Feb 04, 2011 6:35 am

I have a simple idea, I hope no one else thinks of it as well and duplicates my effort ;)
I'll try to make this as fast as I can so I don't extend the timelimit(?) and if I get something made fast enough, I can polish it up more.

I'm going to use the "clean QuakeC v1.06" as a base so I don't have all those warning, and so it will run on stock Quake installations.
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Postby ceriux » Fri Feb 04, 2011 6:42 am

i always use clean QC source when making mods =) i dont know why it hasnt been made to be the offical qc source.
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Postby Arkage » Fri Feb 04, 2011 4:54 pm

Unfortanly I wont have enough time to enter this one :(
Good luck to those that are entering :)
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Postby Supa » Mon Feb 07, 2011 4:58 am

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Postby ceriux » Mon Feb 07, 2011 5:27 am

makes quake pretty difficult
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Postby negke » Mon Feb 07, 2011 9:36 am

Guess Supa wins this SM event as well.
Cool idea, and indeed quite tricky. Too cerebral for me, though. Is it intentional that monsters roam around instead of stopping when being hit by a Quad beam?
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Postby CocoT » Mon Feb 07, 2011 1:45 pm

Week-end has been pretty crazy - I won't be able to finish the mini-mod I started. I'll post it here when I do (maybe next week-end) ;)
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Postby dreadlorde » Mon Feb 07, 2011 4:43 pm

CleanQC 1.06 isn't really that clean. I went through it and there are still a fair amount of unused variables, some unused functions, &c.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!
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Postby ceriux » Mon Feb 07, 2011 6:05 pm

there's still 0 warnings. it's clean compared to other sources.
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Postby Spike » Mon Feb 07, 2011 6:31 pm

0 warnings with frikqcc, yes.
fteqcc moans about things that are impossible to fix. get no warnings with that! I dare you!
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Postby Arkage » Mon Feb 07, 2011 10:43 pm

Image
What do I win :P
Last edited by Arkage on Tue Feb 08, 2011 12:22 am, edited 3 times in total.
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Postby ceriux » Mon Feb 07, 2011 11:19 pm

isnt fte a qw client? if so from what i'v seen is that qw's qc is different from netquake. that might explain that.
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Postby Sajt » Tue Feb 08, 2011 6:17 am

FTEQW is a quake client. FTEQCC is a quakec compiler. Two different things. FTEQCC has a larger "vocabulary" of warnings than FrikQCC. There's a warning for unused fields, for example, which is annoying because there may be some fields that are used by the map compiler but not by QuakeC...
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Postby r00k » Tue Feb 08, 2011 6:18 am

Arkage: You must set the warning level > 1.
Unless you already culled through the errors.

Sajt: Yes! 'light_lev' !! :D
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Postby Supa » Tue Feb 08, 2011 7:36 pm

negke wrote:Cool idea, and indeed quite tricky. Too cerebral for me, though. Is it intentional that monsters roam around instead of stopping when being hit by a Quad beam?

Thanks. :) The 'roaming' happens because calmed monsters with a path_corner chain will try to return to their last targeted path_corner, but since the monster has to rely on movetogoal to get to each corner it can run into a bit of trouble if it's too far away.
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