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Editing FTEQW Modding
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Making mods in FTE can be done the same way you make mods for any other Quake engine. | Making mods in FTE can be done the same way you make mods for any other Quake engine. | ||
However, there are some nice tricks you can use to make it easier/faster/simpler. | However, there are some nice tricks you can use to make it easier/faster/simpler. | ||
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== QuakeC == | == QuakeC == | ||
FTEQW has very advanced client-side QuakeC support and also comes with it's own set of qc_extensions for various features. | FTEQW has very advanced client-side QuakeC support and also comes with it's own set of qc_extensions for various features. | ||
* Here is Spike's famous [[CSQC guide for idiots]] | * Here is Spike's famous [[CSQC guide for idiots]] | ||
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* [https://github.com/shpuld/CleanQC4FTE CleanQC4FTE] is a QuakeC codebase for total conversion mods/games utilizing FTEQW. | * [https://github.com/shpuld/CleanQC4FTE CleanQC4FTE] is a QuakeC codebase for total conversion mods/games utilizing FTEQW. | ||
** It's been designed from ground-up to use CSQC as well. Does not come with assets. | ** It's been designed from ground-up to use CSQC as well. Does not come with assets. | ||
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== Built in compiler == | == Built in compiler == | ||
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== FTEQCC == | == FTEQCC == | ||
− | FTEQW comes with it's own advanced QuakeC compiler called [[FTEQCC]]. Under Windows it even has a graphical frontend called FTEQCCGui. It is also integrated into | + | FTEQW comes with it's own advanced QuakeC compiler called [[FTEQCC]]. Under Windows it even has a graphical frontend called FTEQCCGui. It is also integrated into FTEQWby default. |
[http://triptohell.info/moodles/fteqcc/fteextensions.qc fteextensions.qc] includes various keywords that only FTEQCC understands, and only FTEQCC supports FTE's extended instruction set, so if you want ints/pointers/massive mods/etc, you need FTEQCC+FTEQW. | [http://triptohell.info/moodles/fteqcc/fteextensions.qc fteextensions.qc] includes various keywords that only FTEQCC understands, and only FTEQCC supports FTE's extended instruction set, so if you want ints/pointers/massive mods/etc, you need FTEQCC+FTEQW. | ||
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Dedicated servers do not support a built in editor. If you set developer and hit a breakpoint, a dedicated server will simply print out the source code of each line which is executed, in a cheesy trace fashion. | Dedicated servers do not support a built in editor. If you set developer and hit a breakpoint, a dedicated server will simply print out the source code of each line which is executed, in a cheesy trace fashion. | ||
To recap: developer 1+.lno file = step-by-step debugging/code tracing. | To recap: developer 1+.lno file = step-by-step debugging/code tracing. | ||
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== Coredumps == | == Coredumps == | ||
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== Fully editable particles == | == Fully editable particles == | ||
FTEQW comes with a very extensive particle system. See the [[FTEQW Particles System | full documentation here]]. | FTEQW comes with a very extensive particle system. See the [[FTEQW Particles System | full documentation here]]. | ||
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== FBSP map support == | == FBSP map support == | ||
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When using q3map2 to compile the bsp map it can be activated with the switch: | When using q3map2 to compile the bsp map it can be activated with the switch: | ||
-game qfusion | -game qfusion | ||
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== Server side anti-lag == | == Server side anti-lag == | ||
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float FL_LAGGEDMOVE = 65536; /*if set in self.flags, the entity will collide against a lagged copy of the world. The lagged copy depends upon the player, which is either this entity, or the entity's owner, whichever is the first player.*/ | float FL_LAGGEDMOVE = 65536; /*if set in self.flags, the entity will collide against a lagged copy of the world. The lagged copy depends upon the player, which is either this entity, or the entity's owner, whichever is the first player.*/ | ||
float MOVE_LAGGED = 64; /*if this bit is set within the 'nomonsters' argument of traceline or tracebox, the trace will collide against the lagged world. Uses the ent parameter as the lagged player. If its not a player then the owner is used instead.*/ | float MOVE_LAGGED = 64; /*if this bit is set within the 'nomonsters' argument of traceline or tracebox, the trace will collide against the lagged world. Uses the ent parameter as the lagged player. If its not a player then the owner is used instead.*/ | ||
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