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lth



Joined: 11 Nov 2004
Posts: 129

PostPosted: Mon May 05, 2008 9:44 pm    Post subject: Quake 3 question: help me get started Reply with quote

Don't really know where to look for answers for Q3 modding, but this is so easy I guess one of y'all might know: I can't seem to get my mod running in Q3 - how do I tell if it is running, and what do I need to make sure points to where, what should my dlls be called, etc, and who's the president?

Cheers!
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Electro



Joined: 29 Dec 2004
Posts: 241
Location: Brisbane, Australia

PostPosted: Mon May 05, 2008 11:24 pm    Post subject: Reply with quote

Put a description.txt file in your mod directory and type your mod name inside of it.

Run Q3 and you will see your mod appear under the mods menu.

Alternatively you can run the game with +fs_game modname in the command line.

All of this is from memory from about half a decade ago so it may not work. Good luck!
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Tue May 06, 2008 5:10 pm    Post subject: Re: Quake 3 question: help me get started Reply with quote

lth wrote:
how do I tell if it is running

Change something obvious. What you want to change depends on which module that you want to test:

game: Slowing down the rockets seems to be the usual choice (g_missile.c)

cgame: The only thing I can really think of is changing the colours of the hud numbers (cg_draw.c)

ui: Change the description at the bottom of the title screen. Can't remember which file.

For running it, you probably want to be compiling to .qvm as it doesn't by default want to run from .dll

The command line is "+set fs_game NAME", and description.txt is limited to 48 characters. It accepts Q3 colour codes, but then you will have problems with centering the line.
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lth



Joined: 11 Nov 2004
Posts: 129

PostPosted: Fri May 09, 2008 1:51 pm    Post subject: Reply with quote

Yes, I've tried changing the rocket trail colour and damage, and it is has had no effect, so I'm trying to figure out why my changes are not happening. Step 1: ensure mod is being loaded - answer: probably not.

How do I compile to qvm instead of dll, then? And what should the qvm files be named, where should they live, and do I need to set any settings in my q3config in order to ensure they get loaded?

Cheers!
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Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Tue May 13, 2008 5:18 pm    Post subject: Reply with quote

The qvm files would be (qagame|cgame|ui).qvm and they would be directly in the mod folder.

To compile them... this is the part I don't remember... How are you compiling right now? I'm on MSN if you are available...

Btw, this may or may not be useful: http://www.linux.ucla.edu/~phaethon/q3mc/q3mc.html
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