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Editing FTEQW Modding

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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.
 
== Profiling ==
 
* "show_fps 2" will draw a frametime graph
 
* "profile_ssqc/csqc" will show qc functions are taking cpu time
 
* "r_speeds 2" is used for figuring out which engine subsystems are taking the most time
 
  
 
== Coredumps ==
 
== Coredumps ==
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  followed in reverse order (ie: the first node that must be reached is at index numnodes-1).  
 
  followed in reverse order (ie: the first node that must be reached is at index numnodes-1).  
 
  If no route is available then the callback will be called with no nodes. */
 
  If no route is available then the callback will be called with no nodes. */
 
== Cubemaps ==
 
FTEQW supports cubemaps.
 
By placing entities named '''env_cubemap''' throughout the map, you're giving the engine calculation points. After (re)compiling the map, run the '''mod_findcubemaps''' command in-game.
 
Then, make a q3 shader that looks like:
 
yourmaterialname
 
{
 
  program defaultwall
 
  diffusemap YourTexture.tga
 
  normalmap LumpyBumpy.tga
 
  reflectmask AGreyScaleTextureThatsWhiteForTheReflectiveParts.tga
 
  specularmap YourSpecularReflectionInfoBecauseWhoDoesntWantShinyStuffEverywhere.tga
 
  //fullbrightmap EwwGlowyBitsIsJustBoring.tga
 
}
 
(snippet written by Spoike)
 

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