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FrikQCC for MacOS - release 0.2b
Based on the original Mac port by Steve 'Riot' Rusher 
Updated by Frank Condello
Web <http://www.planetquake.com/paroxysm/>
Email <pox@planetquake.com>

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USAGE:

FrikQCC is a QuakeC compiler. It takes various QuakeC source files and compiles them into a "progs.dat" bytecode data file that controls all the game logic in Quake. For more information on QuakeC programming, please visit the "QuakeC & Engine Programming" section in the "Quake & QuakeWorld" link section at The PlayHouse website: <http://dynamic.gamespy.com/~paroxysm/ikonboard/ikonboard.cgi>. The latest QuakeC sourcecode (version 1.06) is available here <ftp://3darchives.in-span.net/pub/idgames/idstuff/unsup/progs106.zip>.

The easiest way to develop QuakeC mods is to work in your Quake directory. Create a new folder in your Quake directory to contain your new mod (let's call it "mymod"), then put all of your QuakeC files, along with FrikQCC in a sub folder called "src" inside the "mymod" folder. Once this is set up, open up the "progs.src" QuakeC file file and make sure the path to the progs.dat reads "../progs.dat". This will create a progs.dat file in the "mymod" folder when ever FrikQCC is run. Launching Quake with "-game mymod" will then use your modified game logic. 

Please see the PC README's for full explanations of FrikQCC commandline options. To access the commandline, hold down the Apple/Command key while launching FrikQCC.

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QUAKEC AND MI

This distribution also contains a QuakeC mode for the excellent "mi" text editor (available here: <http://www.asahi-net.or.jp/~gf6d-kmym/en/> ). This turns "mi" into a basic QuakeC IDE with syntax coloring, shortcuts to built-in functions and flags, and a "compile" tool that launches FrikQCC from within the "mi" editor. To install the QuakeC Mode, Launch "mi", go to the "Option->NewMode (Import)..." menu item, then select the "QuakeC" file in the "QuakeC Mode for mi" folder included in this archive. Leave the name as "QuakeC" when prompted, and hit OK.

Note that the "compile" tool may ask you to locate FrikQCC the first time you use it. It will also get confused if you have multiple versions of FrikQCC installed, so only keep one copy of FrikQCC in your active mod directory at any given time.

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BUGS:
 
- Decompilation is broken. (well, the Mac file IO is currently hacked on, and doesn't quite work when called from the -dec command)

- The Mac version only compiles QuakeC code. It does not perform other utility functions like pak or bsp manipulation (there are plenty of other utilities that are better suited to that anyway)

- Use UNIX "LF" text file format for source files (DOS or Mac may work but line numbers when reporting errors may be errant). The 1.06 QuakeC source archive linked above is in UNIX format.

- Make sure you quit FrikQCC after running it with the mi compile tool. If you use the compile tool while FrikQCC is already running, you will either end up not creating a new dat file, or OSX will report that "FrikQCC has unexpectedly Quit" when in fact it re-launched, and ran just fine.

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VERSION HISTORY:

r3 July 7, 2002
- fixed an issue with DOS file paths not always properly followed in MacOS8/9
- QuakeC mode for mi updated with fixes for keyword mispellings and ommissions

r2 June 10, 2002
The Following are changes from the original "MacFrikQCC" port by Steve 'Riot' Rusher:
 - DOS style file paths are resolved in "progs.src" (can use sub/super directories "../progs.dat" or "frikbot/bot.qc" etc.)
 - you must now hold the Apple/Command key to access the commandline (done so the "compile" tool in mi doesn't wait around)
 - "error.log" file is no longer generated  unless "-log" is in the commandline (since SIOUX lets you save the output anyway)
 - Save dialog no longer appears on quit (to match behaviour of the other utils)
 - replaced "carb" resource with "plst", and added "vers" resources for better OSX finder integration.