mutiplayer menu episode select
Moderator: InsideQC Admins
12 posts
• Page 1 of 1
mutiplayer menu episode select
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:

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

-

Hazematman - Posts: 54
- Joined: Thu Jul 15, 2010 1:58 am
- Location: Canada
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.
- GiffE
- Posts: 170
- Joined: Sun Oct 08, 2006 3:39 pm
- Location: USA, CT
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.
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.
-

Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 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?
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
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
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
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.
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.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 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)
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
12 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest
