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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Wed Aug 09, 2006 9:05 pm    Post subject: Reference Code Reply with quote

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

PostPosted: Thu Aug 10, 2006 3:09 am    Post subject: Reply with quote

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

PostPosted: Thu Aug 10, 2006 10:40 am    Post subject: Re: Reference Code Reply with quote

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

PostPosted: Thu Aug 10, 2006 2:43 pm    Post subject: Reply with quote

Basically, menu.dat is for making custom menus, a la Nexuiz.

CSQC = Client-Side QuakeC - http://wiki.quakesrc.org/index.php/EXT_CSQC
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Chris



Joined: 05 Aug 2006
Posts: 78

PostPosted: Fri Aug 11, 2006 6:52 pm    Post subject: Re: Reference Code Reply with quote

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

PostPosted: Fri Aug 11, 2006 7:23 pm    Post subject: Reply with quote

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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