Luigi Auriemma

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 Post subject: Help
PostPosted: 08 Jun 2008 05:59 

Joined: 08 Jun 2008 05:57
Posts: 24
I had to questions.

1} What language is Sof2 Demo written in.

2} how do i convert a cfg.file so that i can read it with a C++ editor. etc


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PostPosted: 08 Jun 2008 09:56 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
dunno about 1st question, but do you mean .cfg extension ? or you mean .file extension (never heard it before).
as far as i know .cfg (config) is only a configuration file, not a c++ file. i even dont see any point y u should convert it (if its even possible to convert plain text into c, cuz c is also text basically) ?! .cfg file simply contains configurations of a program (program tht uses .cfg files) and thts all. you can edit it with a simple text editor (plain text usually).


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PostPosted: 08 Jun 2008 11:49 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
sof2 is based on the Quake 3 engine which is written in C


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 Post subject:
PostPosted: 09 Jun 2008 01:51 

Joined: 08 Jun 2008 05:57
Posts: 24
Ok.
And i meant a .cfg
My C++ Reader that i got wont open it. I will only open things like the mybrute file and such. But i wanna change a cfg file into a C++ file or C since that wat sof is written in, so i can edit it.
I want to make a casrun mod.


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 Post subject:
PostPosted: 09 Jun 2008 08:41 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
the cfg files in the quake 3 engine are just text files which contain some commands executed automatically or manually to configure the client/server or to execute a specific command.
so I don't understand very to what you refer talking about C/C++ which in this case has no sense


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PostPosted: 09 Jun 2008 10:55 

Joined: 24 Sep 2007 02:12
Posts: 1114
Location: http://sethioz.co.uk
Luigi thts exactly what i was trying to say..that .cfg has nothing to do with C/C++.
it is simply a config file and can be edited with a text editor not with a c++ program. notepad++ can also read c and c++ btw.
here let me give you an example of a .cfg file.

this is a autoexec.cfg file from game called avp2 (aliens vs predator 2). note that i removed about 80% of file content, just not to make post long.


Code:
"FARZ" "10000.000000"
"NUMCONSOLELINES" "0"
"LMFullBright" "0"
"JoinPopFilter" "0"
"SpeciesName" "Marine"
"JoinTypeFilter" "0"
"VS_SPRITES_NOZ" "128"
"CARDDESC" "display"
"NormalTurnRate" "1.500000"
"MouseInvertYAxis" "0"
"MODELLOD" "2.000000"
"OPTIMIZESURFACES" "1.0"
"LowViolence" "0"
"RunLock" "1"
"WeaponSway" "1"
"VS_SPRITES" "512"
"OrientOverlay" "1"
"ScalingMenus" "1"
"LIGHTMAP" "1"
"DetailLevel" "4"
"JoinDedicatedFilter" "0"
"VS_POLYGRIDS_TRANSLUCENT" "32"
"MouseSensitivity" "5.000000"
"SATURATE" "1"
"Sound16Bit" "1"
"FastTurnRate" "2.300000"
"MASTERPALETTEMODE" "1.000000"
"MaxWorldPoliesToDraw" "50000"
"SpecialFX" "2.000000"
"RATEENABLE" "2"
"VS_WORLDMODELS_CHROMAKEY" "256"
"modeldist1" "150.000000"
"UpdateRateInitted" "1"
"32BITTEXTURES" "1"
"GAMMA" "1.000000"
"BulletHoles" "100.000000"
"modeldist2" "250.000000"
"ObjectiveMessages" "1"
"MuzzleLight" "1"
"EnableHints" "1"
"NumRuns" "33.000000"
"DRAWSKY" "1"
"MsgMgrTimeScale" "0.950000"
"VS_CANVASES" "32"
"modeldist3" "350.000000"
"DETAILTEXTURES" "1"
AddAction PounceJump 27
AddAction EnergySift 28
AddAction MediComp 29
AddAction AxisForwardBackward -10004
enabledevice "##keyboard"
rangebind "##keyboard" "##45" 0.000000 0.000000 "LastWeapon"
rangebind "##keyboard" "##14" 0.000000 0.000000 "Taunt"
rangebind "##keyboard" "##43" 0.000000 0.000000 "TeamMessage"
rangebind "##keyboard" "##28" 0.000000 0.000000 "Message"
rangebind "##keyboard" "##15" 0.000000 0.000000 "ScoreDisplay"
rangebind "##keyboard" "##37" 0.000000 0.000000 "Strafe"
rangebind "##keyboard" "##32" 0.000000 0.000000 "StrafeRight"
rangebind "##keyboard" "##30" 0.000000 0.000000 "StrafeLeft"
rangebind "##keyboard" "##205" 0.000000 0.000000 "Right"
rangebind "##keyboard" "##203" 0.000000 0.000000 "Left"
rangebind "##keyboard" "##31" 0.000000 0.000000 "Backward"
rangebind "##keyboard" "##17" 0.000000 0.000000 "Forward"
rangebind "##keyboard" "##65" 0.000000 0.000000 "QuickLoad"
rangebind "##keyboard" "##64" 0.000000 0.000000 "QuickSave"
rangebind "##keyboard" "##13" 0.000000 0.000000 "NextHud"
scale "##mouse" "##x-axis" 0.001984
rangebind "##mouse" "##y-axis" 0.000000 0.000000 "Axis2"
scale "##mouse" "##y-axis" 0.002183
ModelAdd 0.000000 0.000000 0.000000
ModelDirAdd 0.000000 0.000000 0.000000
WMAmbient 0.000000 0.000000 0.000000


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 Post subject:
PostPosted: 10 Jun 2008 00:48 

Joined: 08 Jun 2008 05:57
Posts: 24
Its not a cfg file. Thats just what i open it as so i can look at it. Its a .qvm
file. And do you know if Microsoft Visual C++ Can read C programs.


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 Post subject:
PostPosted: 10 Jun 2008 02:00 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
qvm are something similar to bytecode, when the game reads this type of file interpretes the bytes and execute the code.

Exists a nice disassembler called qvmkanker which seems to work very well (tested with cgame.qvm of Quake 3).
The program is available here:

http://www.nixcoders.org

and its SVN repository (I have compiled it from this) is here:

http://tools.assembla.com/svn/nixcoders ... ker/trunk/


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 Post subject:
PostPosted: 10 Jun 2008 03:41 

Joined: 08 Jun 2008 05:57
Posts: 24
Ok im kiind of a n00b at this stuff. :D All i wanna do is read the file. I patched the file with the qvm thing, and it just turned it into a .dll
so can you explain exaclly what to do.
Btw that site above doesnt have it on there anymore. So i donwloaded it off a another forum.


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 Post subject:
PostPosted: 10 Jun 2008 12:11 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
the tool, qvmdump, traduces the qvm file to something more human readable but I highly doubt this can be of any help since it's complex to read (qvmdump -d file.qvm).
So in my opinion this is not what you want but is the only thing possible to do.


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 Post subject:
PostPosted: 10 Jun 2008 23:21 

Joined: 08 Jun 2008 05:57
Posts: 24
Ok i got everything i need. but the file is a q3asm file and i need to compile it to .qvm

Any help now hehe.


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 Post subject:
PostPosted: 11 Jun 2008 00:37 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
you need to use a specific compiler called lcc which if I'm not in error is available in the SDK of the game.

The following is a link the the Q3VM specifications only in case someone is interested:

http://icculus.org/~phaethon/q3mc/q3vm_specs.html


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 Post subject:
PostPosted: 11 Jun 2008 02:56 

Joined: 08 Jun 2008 05:57
Posts: 24
Ok Thanks for all of your help. Oh and Luigi, What is your main tool that you use for quake 3 programs


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 Post subject:
PostPosted: 11 Jun 2008 08:32 

Joined: 13 Aug 2007 21:44
Posts: 4068
Location: http://aluigi.org
uhmmm what you mean exactly?
Anyway I don't play with q3


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