Matthew, thanks for the note. No prob, I understand about being way busy! <smile> I am too... RE: modding, I'm starting off with just a simple Quake mod as I'm new to it. So since that in itself is proving to be a bit of a pain at the moment, it may be a bit before I dip into the AQ dat files. I'm still finding my way around the way that AQ and Quake work together. Thanks very much for the links. I'll be checking them out this weekend. I did look at the CVS on sorce forge for the AQ project but wasn't aware of the links you listed. So again, thanks. One idea I have, as I'd mentioned, is to see about an audio version of the cross hair or some such thing to enhance targeting as I've had lots of times where someone shows up as being right in front of me centered completely in my view, and their name is being announced, but I can't get them. I understand that some of this has to do a bit with the visual perspective as if one were looking at a target and it can appear to be right ahead of you but in fact be far enough away and off to one side slightly so that you'd actually miss it when it might look like you'd be able to hit it. Anyway, the other thing I was thinking about trying to work with would be a way to tell if someone is facing you or facing away from you. So we'll see how all of that goes... <smile>
  so anyway, I'll definitely keep you up to date with what I'm doing.
  Have a great weekend and catch ya on the flip!...

TTFN

G-Girl

At 11:36 AM 2/9/2006 +0000, you wrote:

I apologise for the terseness of this answer, but I am still snowed
under at work (though things should be returning to normal soon):

* You don't need to decompile anything to recompile it -- all the source
code is available.

* This chapter in the dev manual explains where things are kept and why:
http://docs.agrip.org.uk/development/multi-page/start-getting.html
It doesn't mention that the address of our subversion repository is
http://www.agrip.org.uk/svn/ though.

* The ZQuake QC compiler does support some extensions (C
preprocessor-like #ifdef and #define directives) that we use to keep the
code clean.

* progs.dat is the old Quake gamecode.  We use QuakeWorld and the files
spprogs.dat and qwprogs.dat are what you need (one is for single-player
and one is for multi-player modes).

Please keep us up-to-date about the changes you'd like to make.  The
code is well commented and should help you work out which bits do what
but I've not been able to make a decent overview in the developer
documentation yet.

I would hate you to have to re-invent the wheel to do stuff as it will
just mean more refactoring work for me in the end, as has happened in
the past.

Best of luck in the meantime, anyway!

bye just now, best regards,


--
Matthew T. Atkinson <[EMAIL PROTECTED]>

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