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mutiplayer menu episode select

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Hazematman Joined: 15 Jul 2010 Posts: 31 |

Posted: Fri Jul 16, 2010 3:14 am Post subject: 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:

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GiffE Joined: 08 Oct 2006 Posts: 141 Location: USA, CT |

Posted: Fri Jul 16, 2010 3:19 am Post subject: |

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. _________________ http://www.giffe-bin.net/

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Hazematman Joined: 15 Jul 2010 Posts: 31 |

Posted: Fri Jul 16, 2010 3:21 am Post subject: |

Ok thanks for the reply. that good to know.

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Arkage Joined: 19 Nov 2009 Posts: 27 |

Posted: Fri Jul 16, 2010 3:22 am Post subject: |

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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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Fri Jul 16, 2010 4:25 am Post subject: |

I made a tutorial on that a while back: http://forums.inside3d.com/viewtopic.php?t=1657 _________________

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if it works, it works. if it doesn't, HAHAHA!

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Mexicouger Joined: 01 May 2010 Posts: 129 |

Posted: Fri Jul 16, 2010 5:58 pm Post subject: |

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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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Fri Jul 16, 2010 7:45 pm Post subject: |

Right about now somebody will say "CSQC"... _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General) Direct3D 8 Quake Engines

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Fri Jul 16, 2010 8:45 pm Post subject: |

I wish somebody said "scripts/*.arena" for this kind of thing _________________

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Fri Jul 16, 2010 8:50 pm Post subject: |

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? _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Fri Jul 16, 2010 9:38 pm Post subject: |

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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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Fri Jul 16, 2010 10:56 pm Post subject: |

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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DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Sat Jul 17, 2010 12:44 am Post subject: |

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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