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frsotywinters
Joined: 25 Jan 2006 Posts: 14
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Posted: Wed Feb 22, 2006 2:24 pm Post subject: Engine what??? |
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Ok i downloaded the Quake 3 Arena Engine (quake3-1.32) which is avaible under GPL fom the IDsoftware website.
Now i was just wondering if anyone could fill in a few gaps for me!!
All i want the Game Engine to do is run a map that i have created, (ie i dont want to play the quake 3 game just this one map) and implement a game i wrote in QuakeC. So ill have my own one level game.
Does anyone know if i need to add files to the game engine i downloaded or what?? Im stumped!!! |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Wed Feb 22, 2006 5:31 pm Post subject: |
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Okay, I'm no expert on the Quake3 engine, but...
First off, if you intend to run a QuakeC progs.dat, forget it. You need a regular Quake engine, such as Darkplaces. Same story for .bsp files designed for regular Quake. Unless you've added a QuakeC interpreter to the quake3 engine.
Second, odds are good, that you'll need an engine modification to even run a quake3 map standalone with the engine without needing the original quake3 files. (e.g. .pk3 files, etc)
I'd recommend you check out Cheapy's OpenArena project over at planetgargoyle. _________________ "Roboto suggests Plasma Bazooka." |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Wed Feb 22, 2006 7:27 pm Post subject: |
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Why not use Darkplaces? That supports q3bsp pretty well. _________________
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frsotywinters
Joined: 25 Jan 2006 Posts: 14
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Posted: Thu Feb 23, 2006 10:01 pm Post subject: |
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Mmmm darkplaces, is that a game engine?? Get anybody explain exactly what it is?? |
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DarkSnow
Joined: 02 Mar 2005 Posts: 67 Location: Sweden
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Posted: Thu Feb 23, 2006 11:25 pm Post subject: |
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frsotywinters wrote: | Mmmm darkplaces, is that a game engine?? Get anybody explain exactly what it is?? |
DarkPlaces (DP) is a glQuake1 based engine, but with lots of alterations such as per pixel lightning, md3 models, targa/png texture replacement, q3bsp maps, vorbis ogg support etc.
You will find darkplaces, screenshots and more info at:
http://icculus.org/twilight/darkplaces/
To run your mod,
* create a new folder in the quake1 directory (ie c:\quakle1\_mymod_ | replace _mymod_ with your mods name)
* Compile the qc files to a progs.dat file using frikqcc, fteqcc, proqcc (or any other qc-compiler)
* Copy the progs.dat to your mod folder
* run the engine by command line with -game parameter to the mod directory name (ie glquake.exe -game _mymod_ | replace glquake.exe with the name of the executable for your engine and replace _mymod_ with your mods name) |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Mon Feb 27, 2006 2:15 pm Post subject: |
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ProQCC? You dare mention *that*? |
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frsotywinters
Joined: 25 Jan 2006 Posts: 14
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Posted: Mon Feb 27, 2006 3:11 pm Post subject: |
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Thanks guys your a great help!!! |
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DarkSnow
Joined: 02 Mar 2005 Posts: 67 Location: Sweden
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Posted: Tue Feb 28, 2006 5:59 am Post subject: |
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FrikaC wrote: | ProQCC? You dare mention *that*? |
Hey, it were the compiler that got myself jumpstarted  |
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