plan today with the topic of pings in Quake III: Arena. zip's and their distribution for Quake2.Ĭarmack updated his. This feature of the game is only truly realized if we can have conformity, we need everyone to obey by the same distribution method, just like everyone conformed on the use of. I hope to see sites like to have Quake3 directories filled with nothing but. zip with a different name, it is possible for developers to simply upload the pk3 and the txt file to ftps, which also means users can download mods/maps/ppms/etc straight to the baseq3 directory and turn around and run them in Quake3 without having to do any sort of work to install it. Another import thing to point out is that a. mymap.bsp would have an unzip path of maps), and feel free to compress the files to any degree you want/winzip will allow, since Quake3 supports compression (pak0.pk3 was done with max compression under winzip). A couple important things to remember when making a pk3 for use in this manner, make sure the proper folder info is stored in the pk3 (i.e. This goes a long way to keep with the theme id has set of making this game easy to use by less than hardcore players. Also this makes deleting an unwanted addon simpler, because instead of hunting down all the files that make it up, you just delete the one file. Basically everything made by the community that doesn't replace any file already in an id pk3 can be easily stored in the baseq3 directory eliminating the need for ridiculous amounts of directories and files. md3 files, several skins, and the text file, they can also be simply stored in 1 file. User made player models are made up of several. jpg and possibly some textures, plus the text file, can easily put everything in a simple. So this means level authors, since a map should come with a. A prudent person might choose to put ALL addons into a separate directory and leave baseq3 pristine for official additions. You could do it by just naming your pk3 file "zzzstuff.pk3", but then you wouldn't have a way to run the game without the addons. Starting up with "quake3 +set game mygame" will make all the mygame pk3 files override anything in baseq3. If you are REPLACING data (code modules, menus, etc), you should make a new game directory and put the pk3 there. So, if you are strictly ADDING media (models, textures, maps, etc), then you can just drop the pk3 files in the normal directory. This will also be nice for custom models, which require several component parts: legs, torso, head, animations, levels of detail, and skins. Now, you can just add all your new art into a pk3 (zip) file along with your map and users can just drop that single file into their quake3/baseq3 directory as a single operation. Having the files separate saves an immense amount of duplication, and keeps the internal architecture uniform. There has been a lot of requests to have textures inside maps like Quake1 did, but I was not willing to do that. This gives us the same needed functionality we have now - overriding things in pak0.pk3 with updated data in pak1.pk3, but it also gives a significant benefit to the user community. pk3 files, and add them to the search path in alphabetical order. pak9.pk3 in game directories, I now scan the entire directory for all. Instead of scanning for pak0.pk3, pak1.pk3. I made a simple change in the file management that I think is clearly a big win. The majority of this can be summed up by a fairly old (and long forgotten by most). Basically it stems from a change to the way pk3's are handled in Q3. The following is a call to arms to the Quake3 development community, a new feature in Quake3 that the community seems yet to notice, that will allow for easier distribution of user made addons. It's a bit legnthy, but we hope you find it useful! Q11, one of the regulars on GamesLink.Net IRC, sent me this article which should particularly be of interest for any developers.
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