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Quake single player mods
Quake single player mods




quake single player mods quake single player mods

When you play a Quake add-on that includes them, how do you learn they're there? Is it in the readme? Does the game warn you? Or do you find out the hard way, the first time one shoots you in the face from an angle you thought safe? Now consider this problem of relearning part of the game as you play, but multiplied across every alteration in Copper. If every mod were to include a different subset of these, the play experience for each player would be muddled by a trepidatious series of accidental discoveries of which way the player should expect them all to function this time, rather than being able to take the entire package as a given every time.Ĭonsider the conventional Z-aware Ogres, the ones with perfect aim. Copper touches many aspects of the game in small but significant ways. This will avoid fracturing for players the 'gameplay base' that Copper strives to provide. When extending Copper for your own mod, I strongly encourage you to use the complete corpus of Copper gameplay tweaks if you use any, rather than sampling what may be your favorites. If you're unsure if your compiler will work, try it and it should tell you. Other compilers may work, provided they support a few syntax upgrades (such as field masking and not requiring the ' local' keyword) as well as #pragma autoproto. Compiling it requires FTEQCC (any version from at least 2018), by Spike. You may, and are encouraged to, use it as a base for additional mods, adopting or adapting features, or merely to learn from. A guide to compiling Copper into progs.dat, and some notes on making the best use of new methods in the code.įull QuakeC source is included with the mod.






Quake single player mods