Adding CSQC Support To The Quake Engine

Post tutorials on how to do certain tasks within game or engine code here.
Team Xlink
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Adding CSQC Support To The Quake Engine

Post by Team Xlink »

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

Post by Team Xlink »

Under Construction.
Last edited by Team Xlink on Mon Dec 07, 2009 8:31 pm, edited 1 time in total.
Spirit
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Post by Spirit »

Is this a wordy diff between original engine versus Spike's implentation or are there some things worth mentioning?
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Baker
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Post by Baker »

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.
Spike
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Post by Spike »

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.
Baker
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Post by Baker »

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].
goldenboy
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Post by goldenboy »

Smart move deleting the original post.

Disable the edit button, please...
Urre
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Post by Urre »

Yes, edit should only exist a limited time after posting, like a couple of hours tops.
I was once a Quake modder
ChubbyPooh
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Post by ChubbyPooh »

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.
Spirit
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Post by Spirit »

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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gnounc
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Post by gnounc »

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.
ceriux
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Post by ceriux »

i want this tutorial! :evil: :x
Team Xlink
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Post by Team Xlink »

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.
ceriux
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Post by ceriux »

Sweet! (i hate to ask. but could you add in the extra steps to add it into fitzquake?)
Team Xlink
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Post by Team Xlink »

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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