In that case block the variable “addTime” is being set to 800 – change this to 100. In the switch statement look for the case of WP_ROCKET_LAUNCHER it is 125 lines below the start of the function. Once in this function scroll close to the bottom of it where you should see a switch statement that looks like: Open the source file, bg_pmove.c, under the game project and look for a function called PM_Weapon. We’re going to change one line of code that will make the rocket launcher repeat-fire at a faster rate. on my computer it is “c:\quake3\baseq3”). Open their project settings and set the output directory to the “baseq3” folder of your Quake III installation (i.e. However, you must change where the compiler saves them. You’ll only need to focus on three of them: There are eight project files included in the source. I got mine at Fry’s Electronics for $19.95 I’d recommend you get it from a discount electronics store too since buying it from Id Software’s site will cost a little more ($30 bucks at the time of this writing). If you try and force the code to read a demo data file (and believe me, I’ve tried), the game crashes half the time the other half of the time it will run but with no menu options.īesides, it’s not worth getting around the license – these days you can buy all three Quake games (Quake I, II, and Quake III Arena) for $20 bucks in the Ultimate Quake collection. The public source only includes code for reading a retail version’s PK3 data. The problem is that there are a few big differences between the structure of a demo PK3 data file and a retail PK3 data file (specifically related to the UI interpreted bytecode instructions). I know what you’re thinking – “but I have the source code, why can’t I circumvent the license check?!” The license check isn’t the problem. You will need a retail copy of Quake 3 Arena to run mods, it will not work with the shareware demo version. I’m really glad Microsoft still supports ANSI C in the compiler. If you must use the original native codebase for some special reason, but only have Visual Studio 2008, send me an email through my Contact page and I’ll send you my upgrade checklist – a list of steps I did to convert the original VS 2003 project to VS 2008 while keeping the native C settings intact (once you know what the steps are, it actually only takes about 20 minutes to convert). For those who have Visual Studio 2005, you can try the C version and just upgrade the project, but why go through the work when VS 2008 Express is free? If you only have Visual Studio 2003 then I would try their C version anyway. Both contain a Visual Studio solution for compiling everything in one shot, but Id Software admits they didn’t do extensive testing after the VS conversion. The second link is Id Software’s original C codebase, while the first link is my. You can use either of the two codebase’s. Q3A 1.32b native C Source (original Id Software code with VS 2003 project files).You can download it from one of the following links: The first thing you’ll need to do is get the source code for Quake III Arena. In my opinion this method is the easier of the two anyway. These DLL’s are no different from any other Win32 DLL – the operating system executes these DLL’s as native machine code whenever the Quake III engine needs to call a function contained within them.ĭue to the extreme difficulty I experienced trying to load a QVM mod (as explained in a previous Quake III mod post), I’m going to focus on the creation of DLL mods for this post. These files are very similar to Java bytecode – they contain instructions that the Quake III engine interprets at runtime.ĭLL mods are created by compiling your source into a Windows DLL. QVM mods are created by compiling your source into a QVM file. The only difference is how these mods are executed at runtime. A QVM mod will have the same effect in the game as a DLL mod. It doesn’t matter which type of mod you make. The first thing you’ll need to know is that there are two types of Quake III mods: Quake III doesn’t do what is typically done by other games these days – which is wrap all game modding into some form of scripting language (such as Lua) or abstract things to the point where you don’t need to be a game programmer or familiar with the entire codebase in order to make simple behavioral changes. You’ll need to be at least somewhat familiar with C programming in order to make a mod. Now that the Quake III port is done, I can write about creating a mod instead of just installing one.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |