QuArK support for RTCW-ET


(Jaquboss) #21

just small note IT_AMMO things CAN’T be picked up, and code for their pickup is removed ( not big deal to bring back )
as for weapon_ ones, check item giTag ( i think it is the first WP_ one ), and if weapon is in MP list ( also found in bg_misc.c ) you can look to cg_weapons.c which weapon file it uses
and there it is defined as pickupModel “modelpath”, this is something you can fix by changing those files, but I think that ET disallows to pickup secondaries and such by default
you can set count to items to define uses, though ET doesn’t support that ( as again easy to fix )


(cdunde) #22

Great input, thanks.

I think I’ll just set it up for out of the box support and let others handle their own customizing.

Thanks again,

cdunde


(cdunde) #23

Well, things went a little faster then I expected and it’s only taken me about a month to get RTCW-ET all setup and working in QuArK as its own game. :banana:

I hope it turned out right :???:

Just kidding :smiley:

So try it out and if you find some problems… you don’t know me :eek2:

http://quark.planetquake.gamespy.com/

Enjoy :drink:

cdunde


(nUllSkillZ) #24

Although I haven’t tried it yet thank you for developing the W:ET support.


(kamikazee) #25

I know I’m terribly late in noticing this, but it’s officially “Wolfenstein: Enemy Territory” or W:ET.
Apart from that nagging, thanks for the support! :drink:


(cdunde) #26

Aw, I see. :cool: not sure how I got that impression it was the other way. :???:

Probably because it started off at QuArK as a mod to Quake 3 :eek3: …
then RTCW was supported (which is a spin off of the Q3 engine) :eek:
…then ET was getting associated with RTCW around QuArK :eek2:

So I guess we’ll just give it one of these…:poke:

You’re welcome for the support…for what it’s worth :banghead:

But I’ll drink to that :drink: :beer:

cdunde