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mutiplayer menu episode select

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mutiplayer menu episode select

Postby Hazematman » Fri Jul 16, 2010 3:14 am

is the code that code to modify the episode select thing for multi-player in the engine or in the quake c code?

here is a picture just to make sure you know what i mean:

Image
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Postby GiffE » Fri Jul 16, 2010 3:19 am

Its not in qc whats so ever, the default menu is all coded in engine. You can make your own menu system with menuqc but be prepared to start from scratch.
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Postby Hazematman » Fri Jul 16, 2010 3:21 am

Ok thanks for the reply. that good to know.
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Postby Arkage » Fri Jul 16, 2010 3:22 am

Thats in the engine, the qc only gets loaded when a game is started.
Its in menu.c , try a search for "Slipgate Complex" in that file, it should bring you to the struct where they are defined.
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Postby Team Xlink » Fri Jul 16, 2010 4:25 am

I made a tutorial on that a while back:

viewtopic.php?t=1657
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Postby Mexicouger » Fri Jul 16, 2010 5:58 pm

Just remember this:

Gameplay is in the qc.

The mechanics and behind the scene stuff is in the engine. Also, the whole menu, and Status bar, as well as physics and that stuff is all engine side. Quake c is just for modifying gameplay style, and what happens/what is in Gameplay.
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Postby mh » Fri Jul 16, 2010 7:45 pm

Right about now somebody will say "CSQC"... :lol: :twisted:
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Postby leileilol » Fri Jul 16, 2010 8:45 pm

I wish somebody said "scripts/*.arena" for this kind of thing :(
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Postby mh » Fri Jul 16, 2010 8:50 pm

FindFirstFile/FindNextFile (or the libc equivalent) also works just fine, needs zero user configuration and gives all maps in all loaded mods, although it doesn't give you the episode names. Do you really need them anyway?
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Postby leileilol » Fri Jul 16, 2010 9:38 pm

What about magically generating .arena files out of the maps/ folder by determining gametype by entities and their spawnflags? Like if there's monsters, it goes into 'sp', but if there's coop spawns, it throws that in the 'coop' type too, but if there's spawnflags for certain weapons to be deathmatch only and there's dm spawns it categorizes it as deathmatch, etcetera
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Postby mh » Fri Jul 16, 2010 10:56 pm

That could certainly be done; parsing the entities lump in each map at load time is not too difficult.

One problem is that neither Quake nor QC mandate that a co-op start point, for example, has to be called "info_player_coop". Of course in the real world it's always called that, but there's no reason why one of those wacky modders can't call it "elephant" if they wanted.
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Postby Dr. Shadowborg » Sat Jul 17, 2010 12:44 am

mh wrote:One problem is that neither Quake nor QC mandate that a co-op start point, for example, has to be called "info_player_coop". Of course in the real world it's always called that, but there's no reason why one of those wacky modders can't call it "elephant" if they wanted.


Most of us won't though. The only exception to the rule that I know of is TF and *maybe* CTF. (Glares venomously at TF)
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