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Well, you can�t create a new entity for the classic quake only with the map. You need to create a mod with a new progs.dat. The progs.dat is located in quake/yourmod and the maps are located in quake/yourmod/maps. If you want a new progs.dat with new stuff you need compile qc files.
Baker said:
1. Get a decent text editor. I use TextPad but there are a lot of them out there. TextPad - the text editor for Windows RocketGuy (Mr. RQuake guy) uses TextPad.
Learning any of the Quake modding stuff is going to at times make you feel like an idiot. And you will have questions that make you feel stupid. Ask them anyway. It is part of the normal learning process.
I still have plenty of stupid questions from time to time and I'd like to think I do know some things.
You should strongly consider doing a tutorial or 2:
1. Learning QuakeC isn't a fast process. It requires a bit of dedication and patience and you'll learn about the limits and the handful of quirks.
2. As leileilol here said once "QuakeC is all next thinks" and is all about the entities.
3. In Quake single player, type "edict 1" in the console or "edicts" --- this is the information stored about each entity. Things that are entities: everything that isn't the non-moving part of map --- i.e., players are entities, shamblers, moving rockets, doors and lifts.
Look in this for common source codes that pertain to multiplayer:
People who want this sort of stuff usually use the "Quoth" mod and simply require people to have Quoth installed to play their map. It's reasonably standard, actually.
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