I was looking around on downloads.com and found the source code to Quake 1. That made me think, have any of you guys worked on a mod for an existing game?
-Fool
I was looking around on downloads.com and found the source code to Quake 1. That made me think, have any of you guys worked on a mod for an existing game?
-Fool
The ever interesting "Game Mods" bring quik fun with little effort, but its a lot more fun and a lot more fullfilling to make your own. I made some Quake2 mods, but I could never make any ID code compile, if you could make it compile in MSVC I would love to work on a mod with you.
SPH
Speaking of moding...
I remember the good old days of Starsiege when i used to wonder how they did those mods. I used to marvel at the scripts wondering what they meant... now that i know C++, it should be easy to go back to that game and make some maps =)
i worked on a few UT and Q3 mods... nothing came of them since we went back to the deveopement stage...
I made a huge tribes mod based on the mechwarrior PnP game, but it got done about the time T2 came out, and noone was really intrested anymore. I lost all the stuff on my harddrive a few months back, so I dont have the mod anymore.
I helped make a Duke3D mod... but it never seemed to get finished.
i'm not stupid, just a little short on brains.
Kav's game!
Featuring:
# - Goodguy mc goodguy
* - Bad guy mc badguy
$ - Princess Mc Cess
@ - Mcdonalds Mc chicken! mmmmmm
I made a really cool Wolf3d Mod...it is its own game now...really cool too. the thing that sucks about companys giving out their source code is that they never tell you anything about the sprite stuff (like with Doom, the .WAD files, and quake, the .QD1 (or somthing) and with wolf3d the .wl6 files). Thats what everyone wants to know. They never tell you. They force you to use an editor. Also, with the new games, they make you BUY those sprite files(actually the game that comes with them), in order to run what you compiled. it really sucks. who really cares...I've never gotten anything to compile once in my life.
Did you get it to compile? I'm having problems getting MASM to do its thing. I'm using Visual C++ 6.0 and I installed MASM32 in C:\MASM32 and added C:\MASM32\BIN to my path, but when ML is called to assemble the .S files during Visual C++ 6's compile-time, I get a "Bad command or file name" error. I'd like to compile it and see it work *before* I gut it.Originally posted by Fool
I was looking around on downloads.com and found the source code to Quake 1.
-sh0x
Xterria,
if you want to know about file types go here www.wotsit.org but i can't guarantee .WAD and .QD1 will be there but they have about anything else you need.
well, in the source code should be information about the .wad files, etc., if you think about it. Because in their source code, they are going to load the .wad files, and so if you find the function that loads the .wad file, you can find out the .wad files format by looking at what the code does.
good logic there, why didn;t i think of it?
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Why are you guys not using an older version of Borland to compile the older source code because that could be the problem.
The source we got from download.com is not the original DOS version, it has been updated for Windows and even comes with a Visual C++ .DSP and .DSW in the source package. According to the documentation, as long as MASM is properly installed, it should be a compile n' go solution. The problem (for me at least) lies in that VC++ is not properly shelling to ML to compile the .S (MASM) source files. Part of my problem might be that I'm running Windows 2000. But I've already added C:\MASM\LIB to the path in the W2k environment variables, so I don't know what else I'd need to do.Originally posted by fatpotatohead
Why are you guys not using an older version of Borland to compile the older source code because that could be the problem.
-sh0x