Page 1 of 2
Adding CSQC Support To The Quake Engine
Posted: Thu Aug 27, 2009 11:49 pm
by Team Xlink
Under Construction.
It cut it off, had to make two posts.
Posted: Thu Aug 27, 2009 11:53 pm
by Team Xlink
Under Construction.
Posted: Fri Aug 28, 2009 11:37 am
by Spirit
Is this a wordy diff between original engine versus Spike's implentation or are there some things worth mentioning?
Posted: Wed Dec 02, 2009 10:49 am
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.
Posted: Wed Dec 02, 2009 3:57 pm
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.
Posted: Wed Dec 02, 2009 4:17 pm
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].
Posted: Mon May 31, 2010 8:17 am
by goldenboy
Smart move deleting the original post.
Disable the edit button, please...
Posted: Mon May 31, 2010 8:59 am
by Urre
Yes, edit should only exist a limited time after posting, like a couple of hours tops.
Posted: Fri Oct 01, 2010 5:02 am
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.
Posted: Fri Oct 01, 2010 7:18 am
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.
Posted: Sat Oct 02, 2010 5:17 am
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.
Posted: Fri Jan 28, 2011 1:50 am
by ceriux
i want this tutorial!

Posted: Fri Jan 28, 2011 6:02 pm
by Team Xlink
ceriux wrote:i want this tutorial!

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.
Posted: Fri Jan 28, 2011 6:04 pm
by ceriux
Sweet! (i hate to ask. but could you add in the extra steps to add it into fitzquake?)
Posted: Fri Jan 28, 2011 6:34 pm
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.