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NewMod 1.9.2

This program exists to facilitate programmers with an EASY...

NewMod 1.9.2

This program exists to facilitate programmers with an EASY method of creating a new

batch of source files that will be instantly compilable -- and will even compile the QVM

files into the proper directory!

NewMod 1.9.2 - Copyright (C) 2000 Mark "WarZone" Smeltzer

---------------------------------------------------------

Disclaimer:

-----------

By using this product you agree to exempt, without reservation, the authors and owners of

this production or components thereof from any responsibility for liability, damage caused,

or loss, directly or indirectly, by this software, including but not limited to, any

interruptions of service, loss of business, or any other consequential damages resulting

from the use of or operation of this product or components thereof. No warranties are made,

expressed or implied, regarding the usage, functionality, or implied operability of this

product. All elements are available solely on an "as-is" basis. Usage is subject to the

user's own risk.

Requirements:

-------------

You MUST have the Q3A source installed in the root directory of your hard drive. For

example, C:\quake3\source, or D:\quake3\source, etc. This file CANNOT be buried in your hard

drive.

Installation:

-------------

Extract this archive to the root (base, main, umm, top level) directory on the drive of your

choice.. ie. extract it to either C:\, D:\, E:\, F:\, etc. DO NOT bury the archive into your

directory structure as it will not end up in the same directory as the Quake3 source.

Likewise, you should have already have the quake3 source could in c:\quake3, d:\quake3\, ...

etc. This archive should contain the following files:

- newmod.exe

- compilemod.exe

- copygame.dat

- copycgame.dat

- copyui.dat

- copyproject.dat

- buildgame.dat

- buildcgame.dat

- buildui.dat

- compile.bat

- NewMod ReadMe.txt

- NewMod source.zip

If you do not have all of these files, then you do not have a valid copy of NewMod.

The Short Of It:

----------------

This program exists to facilitate programmers with an EASY method of creating a new

batch of source files that will be instantly compilable -- and will even compile the QVM

files into the proper directory!

The program requires 3 command line parameters:

- mod's name (modname)

- directory to put the mod's code (modpath)

- path to Q3A (Q3path)

Here's the syntax NewMod expects:

newmod

Here's what a typical call to NewMod looks like:

newmod mynewmod c:\mynewmod c:\"program files"\"quake iii arena"

Or, maybe something like this:

newmod newmod d:\mods\newmod d:\games\quake3

After NewMod has created your new mod's files, you can compile your mod _from any directory_

by typing "compile_

" in the console, where

is the name of your mod. For

example, typing:

compile_ctf

Which will attempt to compile the CTF mod.

The Long Of It:

---------------

The mod's name and source directory are up to you, but you MUST supply NewMod with the

corrent path to Q3A. An easy way to do this is open up "My Computer" and go to the directory

where you installed Q3A. Find the Quake3 executable and right click on it, create shortcut,

right click on the new shortcut, click properties, the field "Target" should already be

highlighted, deselect it and rehighlight ONLY the path portion (not the Quake3.exe part),

right click on the highlighted text and click copy.

Now that you've got the path to Q3A in the clipboard buffer, click the start menu, click

run, type "command.com" and hit enter. Assuming you've already installed the source code,

and NewMod, type "C:" and hit enter (change this to the drive where your copy of the Q3

source lives), type "cd quake3\source", then type "newmod

", click on

the MS-DOS icon in the upper left corner of the window, click on Edit, and then click Paste.

Now that you've got the command line ready to roll, hit the enter key and NewMod will begin

a process copying and creating the neccessary files to build you new mod. :)

Included with NewMod is a batch file named "compile.bat" which is copied to your mod's

source directory. By double clicking on this file all three QVM files (game, cgame, and ui)

will be built and placed into your mod's directory in your main Q3A directory. Once that's

done, you can double click the "playit.bat" file to automatically load Q3A with your mod.

Cool, huh?

After NewMod has created your new mod's files, you can compile your mod _from any directory_

by typing "compile_

" in the console, where

is the name of your mod. For

example, typing:

compile_ctf

Which will attempt to compile the CTF mod. Unlike the compile.bat file which must be run in

your mod's source directory, a compile_modname.bat file can be run from ANY directory.

The

:

--------------

The following options are valid options that will affect the behavior of NewMod:

* overwrite - this option will allow NewMod to overwrite an existing mod.

If a mod of the same name is found, you will be prompted whether to overwrite it or not.

* localedit - this option will cause NewMod to automatically edit the g_local.h file,

changing the GAMEVERSION #define to the "modname" you selected. If you don't let NewMod

do this, you're going to have to do it anyway in order to run your mod.. so you might as

well.

* publicedit - this option will cause NewMod to automatically edit the bg_public.h file,

changing the GAME_VERSION #define to the "modname" you selected. The actual value

assigned to GAME_VERSION is "modname-1", Q3A's source has GAME_VERSION defined as

"baseq3-1", so I'm just following id's example here. You should ONLY change this #define

if your mod makes use of a custom cgame or ui module. Changing this value will break

compatability with the standard cgame and ui modules.

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