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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Sat Jan 23, 2010 5:20 pm    Post subject: "Quake 2" Build Reply with quote

I built the QUAKE2 version of GLQuake hoping to play around with some of the "ifdef'd out" features.

Specifically, to look at the ability to return to a map you exited and resume it as you left it for the idea of non-linear game play.

When I start up the QUAKE2 build of GLQuake and then go to single player, not surprisingly I get (although I hadn't thought that) ...

"progs.dat system vars have been modified, progsdef.h is out of date."

Does anyone know of a valid QuakeC source (and qc compiler if needed) to build a "QUAKE2" progs.dat?

/Yes I bet this question was asked and answered back 10 years ago, but with QuakeSrc.org long dead I'm not even quite sure how to dig for this info.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Sat Jan 23, 2010 6:09 pm    Post subject: Reply with quote

Nope.

Anyway If you can figure out what .fields need, It will be easy to doctore a defs.qc with such fields. Probably are the basic of quake + some .alfa or .something field.


Maybe theres a easiest and elegant way, but I am obtuse on all QC things.
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sat Jan 23, 2010 6:37 pm    Post subject: Reply with quote

If you diff the files progdefs.q1 and progdefs.q2 in the Quake source dir, you'll see what fields you'd have to add.

I don't know how valuable the #ifdef QUAKE2 stuff in the source would be though. I think it's very very early experimental code, I doubt it got anywhere near workable.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sat Jan 23, 2010 6:43 pm    Post subject: Reply with quote

open up the progdefs.q2 file or whatever its called.
this file was generated by qcc, and you need to get your defs.qc's system globals and system fields to match it (the crc in the progs is actually the crc of the .h file).
just go through the file and migrate the differences to your defs.qc
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