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A progs.dat isn't a zip file, it is compiled gamecode.
Where there is a compiler, there is a decompiler.
It might be illegal to decompile certain files, depending on your local laws on reverse engineering. I'm just providing this information for educational purposes.
I have heard that such decompilers exist for Quake progs.dat files, but I can't say off the top of my head where you would find such a thing.
Probably only QuakeC programmers or engine coders would ever have a need of something so abysmal as this, anyway. But I wouldn't expect to find this information on a public forum.
Edit; which progs.dat are you interested in? There is a lot of source code already available for those, for example the source code of the vanilla progs.dat, of both mission packs, and of many mods.
get the source, learn to compile it, then ask someone how to add a centerprint of the mapname when the level loads.
There are much better places to ask such questions than this forum. inside3d.com or especially the #qc IRC channel come to mind.
Edit; I actually can't fathom how many people do QuakeC, or want to do it, and yet never use IRC. IRC is your best source of information for Quake modding, because you can speak directly to very knowledgeable people who don't read forums all the time.
Much the same with IRC actually, since most people aren't just in there for 5 minutes. The regulars are there all day long, many even while they sleep or work. You can directly ask someone and they'll see it on their side. Realtime vs. non realtime.
There are people in #qc who I practically never see posting here.
Just for find the code for show up the name of the level at the start...
Hello Moonlights,
The code to show the map name on map start is not inside the "progs.dat".
You must use CSQC to achieve that.
Nahuel did this, so the code you are loking for is inside the "csprogs.dat": click me
Nahuel is a nice guy, so he always includes the source.
So you do not need to decompile it !
Simply look into the source to pick the code lines you need.
This feature has been taken out of kleshik csqc code.
V4.5 will give you the possibility to use the standard DP HUD layout plus the start map text.
So you do not need to change the csqc code at all.
Smith did this last step for you.
Please read the readme.txt to learn how to use it.
You can just centerprint that in PlayerPreThink, or you can do a switch where you check for the value of mapname and substitute it for the plaintext title of the map, and then centerprint that.
Of course it will look better with a hires console font, and much better with csqc and a nice graphic or something. But doable it is, without csqc.
How could one increase the duration a message is displayed? For instance, I'd like to increase the time the episode name and tagline are displayed at the start.
I guess id thought .7 seconds was ample time to read all that...
Please compare the kleshik way to do it with your way.
That is why I mentioned it.
Simple centerprints can always be done in QC of course.
Seeing, that Moonlights is a beginner, he should be lead to finished code and downloads that he can use right away in his Quake, rather than lead to screenshots without code or source.
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