Any current/former quake 3 programmers
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eepberries
- Posts: 1975
- Joined: Mon Jan 24, 2005 10:14 pm
Any current/former quake 3 programmers
Are there any active forums devoted to programming Quake 3? If so, please provide links. Thanks.
This might seem like spam but hey, it's not like there's anywhere else to post it.
This might seem like spam but hey, it's not like there's anywhere else to post it.
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eepberries
- Posts: 1975
- Joined: Mon Jan 24, 2005 10:14 pm
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^misantropia^
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
Check out the PlanetQuake forums, that's where what remains of the coding scene (including me) hangs out these days.
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eepberries
- Posts: 1975
- Joined: Mon Jan 24, 2005 10:14 pm
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eepberries
- Posts: 1975
- Joined: Mon Jan 24, 2005 10:14 pm
Well, I'm assuming that you want to save this information from game to game. You could use a cvar but that would be highly unsecure so what I would suggest is setting up your own save file. Load it during the client initialization and save during map change, game close, etc. I can't remember any file functions exposed in the code so you may need to made your own. Just be sure to use stdlib code so that it's compatible with linux/mac/win.eepberries wrote:What's the best way to implement a money/experience system? I tried adding adding a variable in that would hold money before, but it was glitchy and crashed the game. It would work for a while though. I think it crashed once I changed maps.
The problem you probably ran into is that each map change clears the g_entity objects. So you will need to store the information between games. If you aren't saving the data after a player quits you can just use the session object (I forget what it's called but I know there is some session based stuff on the game side). I'm on my gf's laptop right now but it should be easy enough to find.
my memory of it is sketchy, but creating a new variable in playerState_t (iirc??) and putting your stuff in there should work, as long as it fits in with the network bandwith limits.eepberries wrote:What's the best way to implement a money/experience system? I tried adding adding a variable in that would hold money before, but it was glitchy and crashed the game. It would work for a while though. I think it crashed once I changed maps.
btw, dug up the following that might help you, might not, interesting anyway:
http://www.quake3world.com/ubb/Forum4/HTML/005563.html?
http://www.quake3world.com/ubb/Forum4/HTML/006307.html
http://www.quake3world.com/ubb/Forum4/HTML/005563.html?
http://www.quake3world.com/ubb/Forum4/HTML/006307.html
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^misantropia^
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
Just use a serverside-only cvar during map changes. Doesn't get more secure than that, really.bitWISE wrote:Well, I'm assuming that you want to save this information from game to game. You could use a cvar but that would be highly unsecure so
You can't as mods run in a virtual machine without access to the outside world. You could use the FS_* functions as declared in g_syscalls.c. Easiest way however (apart from the cvar) would be doing it through G_WriteSessionData() and G_ReadSessionData() in g_session.c.bitWISE wrote:Just be sure to use stdlib code so that it's compatible with linux/mac/win.
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^misantropia^
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
No. You can piggyback on existing variables but adding new ones will crash the game. Both the mod and the engine use that structure but, obviously, you can't recompile the engine.glossy wrote:my memory of it is sketchy, but creating a new variable in playerState_t (iirc??) and putting your stuff in there should work, as long as it fits in with the network bandwith limits.