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frsotywinters



Joined: 25 Jan 2006
Posts: 14

PostPosted: Wed Feb 22, 2006 2:24 pm    Post subject: Engine what??? Reply with quote

Ok i downloaded the Quake 3 Arena Engine (quake3-1.32) which is avaible under GPL fom the IDsoftware website.

Now i was just wondering if anyone could fill in a few gaps for me!!

All i want the Game Engine to do is run a map that i have created, (ie i dont want to play the quake 3 game just this one map) and implement a game i wrote in QuakeC. So ill have my own one level game.

Does anyone know if i need to add files to the game engine i downloaded or what?? Im stumped!!!
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Wed Feb 22, 2006 5:31 pm    Post subject: Reply with quote

Okay, I'm no expert on the Quake3 engine, but...

First off, if you intend to run a QuakeC progs.dat, forget it. You need a regular Quake engine, such as Darkplaces. Same story for .bsp files designed for regular Quake. Unless you've added a QuakeC interpreter to the quake3 engine.

Second, odds are good, that you'll need an engine modification to even run a quake3 map standalone with the engine without needing the original quake3 files. (e.g. .pk3 files, etc)

I'd recommend you check out Cheapy's OpenArena project over at planetgargoyle.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Feb 22, 2006 7:27 pm    Post subject: Reply with quote

Why not use Darkplaces? That supports q3bsp pretty well.
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frsotywinters



Joined: 25 Jan 2006
Posts: 14

PostPosted: Thu Feb 23, 2006 10:01 pm    Post subject: Reply with quote

Mmmm darkplaces, is that a game engine?? Get anybody explain exactly what it is??
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DarkSnow



Joined: 02 Mar 2005
Posts: 67
Location: Sweden

PostPosted: Thu Feb 23, 2006 11:25 pm    Post subject: Reply with quote

frsotywinters wrote:
Mmmm darkplaces, is that a game engine?? Get anybody explain exactly what it is??


DarkPlaces (DP) is a glQuake1 based engine, but with lots of alterations such as per pixel lightning, md3 models, targa/png texture replacement, q3bsp maps, vorbis ogg support etc.

You will find darkplaces, screenshots and more info at:
http://icculus.org/twilight/darkplaces/


To run your mod,

* create a new folder in the quake1 directory (ie c:\quakle1\_mymod_ | replace _mymod_ with your mods name)

* Compile the qc files to a progs.dat file using frikqcc, fteqcc, proqcc (or any other qc-compiler)

* Copy the progs.dat to your mod folder

* run the engine by command line with -game parameter to the mod directory name (ie glquake.exe -game _mymod_ | replace glquake.exe with the name of the executable for your engine and replace _mymod_ with your mods name)
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Mon Feb 27, 2006 2:15 pm    Post subject: Reply with quote

ProQCC? You dare mention *that*?
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frsotywinters



Joined: 25 Jan 2006
Posts: 14

PostPosted: Mon Feb 27, 2006 3:11 pm    Post subject: Reply with quote

Thanks guys your a great help!!!
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DarkSnow



Joined: 02 Mar 2005
Posts: 67
Location: Sweden

PostPosted: Tue Feb 28, 2006 5:59 am    Post subject: Reply with quote

FrikaC wrote:
ProQCC? You dare mention *that*?

Hey, it were the compiler that got myself jumpstarted Razz
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