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

Post by eepberries »

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.
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DooMer
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Post by DooMer »

programming was kinda merged with LEM, there should still be some people there who can help you.
eepberries
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Post by eepberries »

DooMer wrote:programming was kinda merged with LEM, there should still be some people there who can help you.
Was it? I could have sworn programming was just deleted, not like merged or anything :paranoid:
^misantropia^
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Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Check out the PlanetQuake forums, that's where what remains of the coding scene (including me) hangs out these days.
bitWISE
Posts: 10704
Joined: Wed Dec 08, 1999 8:00 am

Post by bitWISE »

I haven't touched the q3 source in forever but I'm always online if you have questions.
eepberries
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Post by eepberries »

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.
glossy
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Joined: Tue Apr 30, 2002 7:00 am

Post by glossy »

This place now sucks for q3 programming... Diablo left, Timbo doesn't come much anymore (or at all?)...

You're meant to use LEM now, worth a shot i suppose.
eepberries
Posts: 1975
Joined: Mon Jan 24, 2005 10:14 pm

Post by eepberries »

glossy wrote:This place now sucks for q3 programming... Diablo left, Timbo doesn't come much anymore (or at all?)...

You're meant to use LEM now, worth a shot i suppose.
It didn't help that they deleted the forum
glossy
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Joined: Tue Apr 30, 2002 7:00 am

Post by glossy »

heh.

Don't despair too much, there are still a few programmers floating around -- Kazi and I used to do a bunch of programming, Dodo and blakjack are still around a little, and I still try to keep in contact with Dayve who can code his way out of impeachment.
bitWISE
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Post by bitWISE »

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.
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.

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.
glossy
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Joined: Tue Apr 30, 2002 7:00 am

Post by glossy »

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.
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.
inolen
Posts: 707
Joined: Thu Dec 16, 1999 8:00 am

Post by inolen »

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.
This is sortof vague :)
glossy
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Joined: Tue Apr 30, 2002 7:00 am

Post by glossy »

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
^misantropia^
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Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

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
Just use a serverside-only cvar during map changes. Doesn't get more secure than that, really.
bitWISE wrote:Just be sure to use stdlib code so that it's compatible with linux/mac/win.
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.
^misantropia^
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Post by ^misantropia^ »

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.
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.
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