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Posted: Fri Feb 04, 2011 6:35 am
by r00k
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.

Posted: Fri Feb 04, 2011 6:42 am
by ceriux
i always use clean QC source when making mods =) i dont know why it hasnt been made to be the offical qc source.

Posted: Fri Feb 04, 2011 4:54 pm
by Arkage
Unfortanly I wont have enough time to enter this one :(
Good luck to those that are entering :)

Posted: Mon Feb 07, 2011 4:58 am
by Supa

Posted: Mon Feb 07, 2011 5:27 am
by ceriux
makes quake pretty difficult

Posted: Mon Feb 07, 2011 9:36 am
by negke
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?

Posted: Mon Feb 07, 2011 1:45 pm
by CocoT
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) ;)

Posted: Mon Feb 07, 2011 4:43 pm
by dreadlorde
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.

Posted: Mon Feb 07, 2011 6:05 pm
by ceriux
there's still 0 warnings. it's clean compared to other sources.

Posted: Mon Feb 07, 2011 6:31 pm
by Spike
0 warnings with frikqcc, yes.
fteqcc moans about things that are impossible to fix. get no warnings with that! I dare you!

Posted: Mon Feb 07, 2011 10:43 pm
by Arkage
Image
What do I win :P

Posted: Mon Feb 07, 2011 11:19 pm
by ceriux
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.

Posted: Tue Feb 08, 2011 6:17 am
by Sajt
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...

Posted: Tue Feb 08, 2011 6:18 am
by r00k
Arkage: You must set the warning level > 1.
Unless you already culled through the errors.

Sajt: Yes! 'light_lev' !! :D

Posted: Tue Feb 08, 2011 7:36 pm
by Supa
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.