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Editing Getting Started Modding

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'''An important note on pak archives in the various Quake engines:'''<br>
 
'''An important note on pak archives in the various Quake engines:'''<br>
 
Quake behavior: paks override files (meaning if the pak contains a default.cfg, the user can not make their own default.cfg as it will be ignored), sequentially numbered packs named pak0.pak, then pak1.pak, and so on (if there is a gap it stops looking for higher-numbered paks, so pak2.pak will not be loaded if pak1.pak or pak0.pak is missing), a limit of 7 open pak archives (this counts both id1 and your mod, so be careful not to have too many pak archives).
 
Quake behavior: paks override files (meaning if the pak contains a default.cfg, the user can not make their own default.cfg as it will be ignored), sequentially numbered packs named pak0.pak, then pak1.pak, and so on (if there is a gap it stops looking for higher-numbered paks, so pak2.pak will not be loaded if pak1.pak or pak0.pak is missing), a limit of 7 open pak archives (this counts both id1 and your mod, so be careful not to have too many pak archives).
 
 
DarkPlaces/FTE behavior: files override pk3 archives which override pak archives, anything with a .pak or .pk3 extension is loaded (.pk3 is a renamed zip archive and is smaller because it is compressed), with no limit on the number of paks.
 
DarkPlaces/FTE behavior: files override pk3 archives which override pak archives, anything with a .pak or .pk3 extension is loaded (.pk3 is a renamed zip archive and is smaller because it is compressed), with no limit on the number of paks.
 
Most other engines use the Quake behavior.<br>
 
Most other engines use the Quake behavior.<br>

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