FNF -- THE FRIDAY NIGHT FRAG | ||||
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If you have
downloaded the source code they give an example of how to mod it. Firstly
I recommend you make sure that you can compile the .qvm files, if you
can't download GameIDE or find a solution yourself, it is far too
difficult to explain how to fiddle with the batch files and stuff since
the solution is different depending as to what C editor you have. If in
doubt go get something like GameIDE (which can be found at PlanetQuake)
which will sort it all out for you.
The 'Make A Mod' file says: 1. Open up the Q3AGame.dsw in Microsoft Visual C++. Firstly, before doing this make a copy of
the source code in a new sub directory of the q3 directory, I shall refer
to this directory as '.\firstmod'. You will need to put an empty .pk3 file into the mod directory to have your mod runnable from the 'mods' menu in the game. If you have no mods menu then it's time that you downloaded the latest point release. Well, I hope that this was useful. If you find the other weapon functions you can fiddle with their speeds as well, all 'missiles' in the game use the same VectorScale() command in their functions, this includes the plasma gun and the BFG. Happy modding! -- }h3r!k0 |
FNF You can use notepad to edit the game source code files. The difficult bit is the compiling, for this you may need to download a program to do it if you don't have MSVC++. I may put some batch files up soon that will enable easy compilation. Anyway who would buy MSVC++, it is so ridiculously expensive... |