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mutiplayer menu episode select

 
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Hazematman



Joined: 15 Jul 2010
Posts: 31

PostPosted: Fri Jul 16, 2010 3:14 am    Post subject: mutiplayer menu episode select Reply with quote

is the code that code to modify the episode select thing for multi-player in the engine or in the quake c code?

here is a picture just to make sure you know what i mean:

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GiffE



Joined: 08 Oct 2006
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Location: USA, CT

PostPosted: Fri Jul 16, 2010 3:19 am    Post subject: Reply with quote

Its not in qc whats so ever, the default menu is all coded in engine. You can make your own menu system with menuqc but be prepared to start from scratch.
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Hazematman



Joined: 15 Jul 2010
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PostPosted: Fri Jul 16, 2010 3:21 am    Post subject: Reply with quote

Ok thanks for the reply. that good to know.
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Arkage



Joined: 19 Nov 2009
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PostPosted: Fri Jul 16, 2010 3:22 am    Post subject: Reply with quote

Thats in the engine, the qc only gets loaded when a game is started.
Its in menu.c , try a search for "Slipgate Complex" in that file, it should bring you to the struct where they are defined.
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Team Xlink



Joined: 25 Jun 2009
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PostPosted: Fri Jul 16, 2010 4:25 am    Post subject: Reply with quote

I made a tutorial on that a while back:

http://forums.inside3d.com/viewtopic.php?t=1657
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Mexicouger



Joined: 01 May 2010
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PostPosted: Fri Jul 16, 2010 5:58 pm    Post subject: Reply with quote

Just remember this:

Gameplay is in the qc.

The mechanics and behind the scene stuff is in the engine. Also, the whole menu, and Status bar, as well as physics and that stuff is all engine side. Quake c is just for modifying gameplay style, and what happens/what is in Gameplay.
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mh



Joined: 12 Jan 2008
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PostPosted: Fri Jul 16, 2010 7:45 pm    Post subject: Reply with quote

Right about now somebody will say "CSQC"... Laughing Twisted Evil
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leileilol



Joined: 15 Oct 2004
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PostPosted: Fri Jul 16, 2010 8:45 pm    Post subject: Reply with quote

I wish somebody said "scripts/*.arena" for this kind of thing Sad
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mh



Joined: 12 Jan 2008
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PostPosted: Fri Jul 16, 2010 8:50 pm    Post subject: Reply with quote

FindFirstFile/FindNextFile (or the libc equivalent) also works just fine, needs zero user configuration and gives all maps in all loaded mods, although it doesn't give you the episode names. Do you really need them anyway?
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leileilol



Joined: 15 Oct 2004
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PostPosted: Fri Jul 16, 2010 9:38 pm    Post subject: Reply with quote

What about magically generating .arena files out of the maps/ folder by determining gametype by entities and their spawnflags? Like if there's monsters, it goes into 'sp', but if there's coop spawns, it throws that in the 'coop' type too, but if there's spawnflags for certain weapons to be deathmatch only and there's dm spawns it categorizes it as deathmatch, etcetera
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mh



Joined: 12 Jan 2008
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PostPosted: Fri Jul 16, 2010 10:56 pm    Post subject: Reply with quote

That could certainly be done; parsing the entities lump in each map at load time is not too difficult.

One problem is that neither Quake nor QC mandate that a co-op start point, for example, has to be called "info_player_coop". Of course in the real world it's always called that, but there's no reason why one of those wacky modders can't call it "elephant" if they wanted.
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Sat Jul 17, 2010 12:44 am    Post subject: Reply with quote

mh wrote:

One problem is that neither Quake nor QC mandate that a co-op start point, for example, has to be called "info_player_coop". Of course in the real world it's always called that, but there's no reason why one of those wacky modders can't call it "elephant" if they wanted.


Most of us won't though. The only exception to the rule that I know of is TF and *maybe* CTF. (Glares venomously at TF)
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