| QUOTE (lantus @ Dec 3 2003, 06:25 PM) |
| thats because your not exiting correctly. config.cfg gets saved when you quit quake. This is by design. |
| QUOTE (UberJim @ Dec 3 2003, 10:42 PM) |
| Edit: Could you have it create a config file only when one isn't found? |
| QUOTE (lantus @ Dec 3 2003, 09:33 PM) |
| damn , im almost certain that saving to config worked, and now im a bit worried...do saves work? the only difference i know of was that i was testing my code on E: instead of F: - i may have to mount f: before i can write to it, im not certain. |
| QUOTE (XDelusion @ Dec 5 2003, 07:36 PM) |
| Hmm you like Quake, but not MODs? Strange... |
| QUOTE (XDelusion @ Dec 5 2003, 05:02 AM) |
| Ok, so you want to play Area 51, Rapture, Insomnia, and all the other goodies!??! Well here is what you do, goto: http://quakestuff.telefragged.com/ Download PakExplorer, and the required DLL files. Download Area 51 for this example: http://public.planet...-c/area51.2.zip Extract it to its own directory called Area51 or what ever. Now open the docs for area 51, usually they would tell you to dump all the BSP files into a MAPS directory inside the ID1 directory, then to start up Quake and type in the console "map level_2" or some shit like that. Instead what you will do is start up PakExplorer, create a new file inside your Area51 directory, and call it pak0.pak (yes that is a ZERO). Make a new folder in the root of the Pak file called MAPS, drag all the BSP files into that directory, and then rename level_1.bsp to START.BSP (I keep everything lower case), then simlpy close PakExplorer and it will save the enw Pak file. When ever you have a MOD that requires you to type Map such and such in the console, this is basically what you will need to do, if you see extra files such as Progs.dat and what not, throw them into the root of the pak file, and keep everthing organized as it is in the directory. |
| QUOTE (XDelusion @ Dec 5 2003, 01:39 PM) |
| The old DC Quake that you speak of was ported as a Demo in 9 days, did not support MODs, ran sloppy, had to be hacked so you could save most levels and over all sucked aside of the fact that it had OpenGL support. This port blows anything it could have done away, the DC version was not too MOD friendly AT ALL. |
| QUOTE (ScHlAuChi @ Dec 7 2003, 07:47 AM) |
| Having a little problem here with QuakeX Is it normal that i have to press a key all the time to have mouse look enabled ? Is there any way to make it enabled constantly ? |
| QUOTE (lantus @ Dec 8 2003, 07:17 AM) |
| finally im definetly going to be working on a hardware accelerated version, most likely by providing a D3D wrapper around OpenGL in SDL. good news all round for Quake fans eh? |