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=== First Steps ===
 
To get started, download the source code for an [[Engines|engine]]. This might be available as a compressed package or in a revision control repository. Make sure your platform and operating system are supported, make sure you have the required dependencies (make, OpenGL, etc.), and then follow the provided build instructions. All of these things will vary from engine to engine. Make sure the engine compiles and runs on your machine before you begin making modifications, lest you think you made a mistake when you did not.
 
 
You can use your [http://en.wikipedia.org/wiki/List_of_text_editors#Graphical_user_interface text editor] to alter the files, but you might want an [http://en.wikipedia.org/wiki/List_of_IDEs#C.2FC.2B.2B integrated development environment]. A good place to start is the makefiles, which determine how the program is compiled. It shows how all the files in the project are related to each other. You can begin by making changes to the files, recompiling, running the program, and seeing what has changed. It might be beneficial to use a [http://en.wikipedia.org/wiki/Version_control_system revision control system] to organize and track your changes.
 
 
 
 
===Editing your own Quake engine (2013)===
 
===Editing your own Quake engine (2013)===
  
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What you need:
 
What you need:
  
1. [https://sourceforge.net/projects/codeblocks/files/Binaries/20.03/Windows/codeblocks-20.03mingw-setup.exe/download CodeBlocks + MinGW] (75MB) or [http://www.microsoft.com/visualstudio/eng/downloads Visual Studio Express 2012] (5 GB).  Both are free.
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1. [http://sourceforge.net/projects/codeblocks/files/Binaries/10.05/Windows/codeblocks-10.05mingw-setup.exe CodeBlocks + MinGW] (75MB) or [http://www.microsoft.com/visualstudio/eng/downloads Visual Studio Express 2012] (5 GB).  Both are free.
  
 
2. [http://quake-1.com/docs/utils/fitzquake_mark_v_r9.zip FitzQuake Mark V source code] Decompress the source.zip included.
 
2. [http://quake-1.com/docs/utils/fitzquake_mark_v_r9.zip FitzQuake Mark V source code] Decompress the source.zip included.
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CodeBlocks + MinGW: Open Fitzquake_CodeBlocks.cbp and press F9 (or click Build->Build and Run).
 
CodeBlocks + MinGW: Open Fitzquake_CodeBlocks.cbp and press F9 (or click Build->Build and Run).
 
That's it, the Mark V source compiles out-of-the-box.  There are [http://forums.insideqc.com/viewforum.php?f=12 engine tutorials here] and [http://forums.insideqc.com/viewforum.php?f=3 an engine discussion forum here].
 
  
 
===Editing your own Quake engine===
 
===Editing your own Quake engine===
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* '''Suggestion''':
 
* '''Suggestion''':
 
** [http://tomaz.quakesrc.org/q/files/Clean.zip CleanSrc] Simple and most likely to fit with general information about the Quake engine.
 
** [http://tomaz.quakesrc.org/q/files/Clean.zip CleanSrc] Simple and most likely to fit with general information about the Quake engine.
** [[TomazQuake]] [https://web.archive.org/web/20040316081132/http://tomaz.quakesrc.org/q/download.php (web, archive)] - Like CleanSrc it will fit with general information about engine development but with enhancements and extra features already added. Will build on Windows (Visual Studio).
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** [[TomazQuake]] [http://tomaz.quakesrc.org/q/ (web)] - Like CleanSrc it will fit with general information about engine development but with enhancements and extra features already added. Will build on Windows (Visual Studio).
** [[QMB]] [http://www.gluonporridge.net/QMB (web)] [https://github.com/DrLabman/QMB (git)] - Moving away from the standard source layout, originally based on CleanSrc. Will build on Unix and Windows (GMingW).
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** [[QMB]] [http://www.gluonporridge.net/QMB (web)] [//https://github.com/DrLabman/QMB (git)] - Moving away from the standard source layout, originally based on CleanSrc. Will build on Unix and Windows (GMingW).
 
** [[DarkPlaces]] [http://www.icculus.org/twilight/darkplaces/ (web)] - One of the most comprehensive feature sets. Unlikely to fit with general information about Quake engines. Better suited to experienced programers who want the features it offers.
 
** [[DarkPlaces]] [http://www.icculus.org/twilight/darkplaces/ (web)] - One of the most comprehensive feature sets. Unlikely to fit with general information about Quake engines. Better suited to experienced programers who want the features it offers.
 
** [[FuhQuake]] [http://www.fuhquake.net/ (web)] - Great starting point for QuakeWorld
 
** [[FuhQuake]] [http://www.fuhquake.net/ (web)] - Great starting point for QuakeWorld
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** Use your project *.s files? -> then you have to build these with Gas, also included often. Or [http://www.quakesrc.org/forum/viewtopic.php?t=148&highlight=assembler+quake+build remove these and substitute by c]
 
** Use your project *.s files? -> then you have to build these with Gas, also included often. Or [http://www.quakesrc.org/forum/viewtopic.php?t=148&highlight=assembler+quake+build remove these and substitute by c]
 
** Is your project for another compiler? (Darkplaces compiles on both Visual C and GCC for example, but some others only compile for Visual C)
 
** Is your project for another compiler? (Darkplaces compiles on both Visual C and GCC for example, but some others only compile for Visual C)
** Ask at [http://forums.insideqc.com InsideQC]
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** Ask at [http://forums.inside3d.com Inside3D]
 
* [[Test Engine]]
 
* [[Test Engine]]
  
 
===Understanding the code structure===
 
===Understanding the code structure===
This is a partial list of source files and brief explanation of what they do. They will vary from engine to engine, so don't worry if you can't find a particular file. If you are missing any files but have one with a similar name, it probably performs the same function.
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This is a list of source files and a list of some of the things done in them.
  
 
*cl_ - client files (demo playback, input, temp entities)
 
*cl_ - client files (demo playback, input, temp entities)
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**_main - assorted client functions
 
**_main - assorted client functions
 
**_parse - server command parsing
 
**_parse - server command parsing
**_tent - temp entity parsing and beam parsing
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**_tent - temp entitie parsing and beam parsing
  
 
*sv_ - server files (physics, collision detection, movement)
 
*sv_ - server files (physics, collision detection, movement)
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*net_ - network files<br>
 
*net_ - network files<br>
**basically convert quake client/server packets to be sent over a transport protocol like tcp or ipx, as well as network server/client stuff
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**basicly convert quake client/server packets to be sent over a transport protocal like tcp or ipx, as well as network server/client stuff
  
 
*pr_ - qc virtual machine (runs progs.dat)
 
*pr_ - qc virtual machine (runs progs.dat)
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**_model - map and model loading
 
**_model - map and model loading
 
**_rlight - dynamic lights
 
**_rlight - dynamic lights
**_screen - status bar, console etc drawing
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**_screen - statis bar, console etc drawing
 
**_sprite - sprite drawing
 
**_sprite - sprite drawing
 
**_vidnt - video init functions, and other startup functions
 
**_vidnt - video init functions, and other startup functions
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**console - console text control (calls functions from gl_screen to draw)
 
**console - console text control (calls functions from gl_screen to draw)
 
**cvar - cvar functions
 
**cvar - cvar functions
**common - common low level functions (string compairs, file stuff)
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**common - common low level functons (string compairs, file stuff)
 
[[Category:DarkPlaces]]
 
[[Category:DarkPlaces]]

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