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Reference Code

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Wed Aug 09, 2006 9:05 pm Post subject: Reference Code |

I've said it before and I'll say it again, there needs to be source bases for DarkPlaces menu.dat and FTE's CSQC that behave almost exactly like normal Quake, so we modders can mod it. Is anyone up to the challenge?

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TimeServ Joined: 08 Jun 2005 Posts: 15 |

Posted: Thu Aug 10, 2006 3:09 am Post subject: |

I had plans to do client-side monsters and projectiles at some point but those plans fell aside.

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Tei Joined: 25 Oct 2004 Posts: 195 |

Posted: Thu Aug 10, 2006 10:40 am Post subject: Re: Reference Code |

He!. I have no idea of that menu.dat and FTE thing. Seems that I have to google for it...

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Entar Joined: 05 Nov 2004 Posts: 422 Location: At my computer |

Posted: Thu Aug 10, 2006 2:43 pm Post subject: |

Basically, menu.dat is for making custom menus, a la Nexuiz. CSQC = Client-Side QuakeC - http://wiki.quakesrc.org/index.php/EXT_CSQC _________________ woh... feelin woozy... too much cider... http://entar.quakedev.com
games fascination - My Game Development Blog/Journal

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Chris Joined: 05 Aug 2006 Posts: 78 |

Posted: Fri Aug 11, 2006 6:52 pm Post subject: Re: Reference Code |

FrikaC wrote:
I've said it before and I'll say it again, there needs to be source bases for DarkPlaces menu.dat and FTE's CSQC that behave almost exactly like normal Quake, so we modders can mod it. Is anyone up to the challenge?

I can't agree with you more. Please someone help us out with this?

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Fri Aug 11, 2006 7:23 pm Post subject: |

i did have some csqc bloodness in charlie last year, dunno if it works with fteqw anymore but it was csqc i lost the source though :\ _________________

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