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Adding CSQC Support To The Quake Engine

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Adding CSQC Support To The Quake Engine

Postby Team Xlink » Thu Aug 27, 2009 11:49 pm

Under Construction.
Last edited by Team Xlink on Mon Dec 07, 2009 8:30 pm, edited 1 time in total.
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It cut it off, had to make two posts.

Postby Team Xlink » Thu Aug 27, 2009 11:53 pm

Under Construction.
Last edited by Team Xlink on Mon Dec 07, 2009 8:31 pm, edited 1 time in total.
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Postby Spirit » Fri Aug 28, 2009 11:37 am

Is this a wordy diff between original engine versus Spike's implentation or are there some things worth mentioning?
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Postby Baker » Wed Dec 02, 2009 10:49 am

Spirit wrote:Is this a wordy diff between original engine versus Spike's implentation or are there some things worth mentioning?


Either way it is a interesting quick browse especially if you are trying size up the effort required to do it.
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Postby Spike » Wed Dec 02, 2009 3:57 pm

Can't fault the changes to winquake.dsp at least.
*cough* :)
(it would have been more practical to state the files that were added, and the additional precompiler define, as this would carry over to other versions of msvc).

Still, the patch would be simpler if it didn't contain the server parts too.
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Postby Baker » Wed Dec 02, 2009 4:17 pm

Spike wrote:Can't fault the changes to winquake.dsp at least.
*cough* :)
(it would have been more practical to state the files that were added, and the additional precompiler define, as this would carry over to other versions of msvc).

Still, the patch would be simpler if it didn't contain the server parts too.


Better than average chance there are a whole fleet of engine builds supporting this modification by Friday morning ;)

Like as in all the NQ ones that anyone uses that [that I am able to compile].
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Postby goldenboy » Mon May 31, 2010 8:17 am

Smart move deleting the original post.

Disable the edit button, please...
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Postby Urre » Mon May 31, 2010 8:59 am

Yes, edit should only exist a limited time after posting, like a couple of hours tops.
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Postby ChubbyPooh » Fri Oct 01, 2010 5:02 am

Urre wrote:Yes, edit should only exist a limited time after posting, like a couple of hours tops.


yeah i agree on it.

it is not fair if it will be post

for a long period of time.

1 day would be enough.
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Postby Spirit » Fri Oct 01, 2010 7:18 am

Those "blogs" might look legit at the first glance, but they are obviously plain spam if you think for a moment. Please delete that user.
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Postby gnounc » Sat Oct 02, 2010 5:17 am

And if you get around to it, you can check our member list by join date descending and a cursory glance at every member with a home page should be enough. Nearly ever single one is a spammer waiting to post. . . please.
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Postby ceriux » Fri Jan 28, 2011 1:50 am

i want this tutorial! :evil: :x
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Postby Team Xlink » Fri Jan 28, 2011 6:02 pm

ceriux wrote:i want this tutorial! :evil: :x


Wow, I didn't even know this thread was still here, I thought it got removed a while ago.

I've restarted the tutorial numerous times, and I always lose the files.
Last edited by Team Xlink on Fri Jan 28, 2011 6:34 pm, edited 1 time in total.
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Postby ceriux » Fri Jan 28, 2011 6:04 pm

Sweet! (i hate to ask. but could you add in the extra steps to add it into fitzquake?)
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Postby Team Xlink » Fri Jan 28, 2011 6:34 pm

ceriux wrote:Sweet! (i hate to ask. but could you add in the extra steps to add it into fitzquake?)


Well, all this tutorial is was a wordy diff between Spike's CSQC WinQuake and GLQuake, to be honest it be a lot better to just use winmerge to implement it, this would be even better for customized engines, you could view the exact changes.
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