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A rtcw(1.0) mod to serve as framework to anyone that's crazy enough and wishes to start from scratch....
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natelo/rtcwPub
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This is the RTCW v1.31 source code configured to compile on linux (tested on gcc 2.95.3). There have been made some minor changes on the original source release. Without those the source would not compile. Those changes are: * fix a case insensitivity problem with the main folder * my gcc was complaining about some of the '\' characters that showed up in a few .c files. I removed them (after all, in C you don't actually need \ to change line) and everything compiled smoothly. * in MP game folder, I moved g_funcs.h and g_func_decs.h to win32_g_funcs.h and win32_g_func_decs.h, then I created links to linux_g_funcs.h and linux_g_func_decs.h Apart from that, everything is exactly the same. The makefiles are based on the various makefiles posted in PlanetWolfenstein forums. Compilation: There are makefiles for both SP and MP branch. Each of the folders cgame, game and ui holds a makefile. Just cd to SP/SP_Source/src/cgame, game and ui and run 'make' (or 'make all') for each one. (The same goes for the MP). Installation: Copy (or move) the following files to a directory inside your rtcw installation folder (i.e. /usr/local/games/wolfenstein/mymod/): * qagamei386.so, cgamei386.so and uii386.so are needeed for a SP mod * qagame.mp.i386.so, cgame.mp.i386.so and ui.mp.i386.so are needeed for a MP mod Then, you can run 'wolfmp +set fs_game mymod' or 'wolfsp +set fs_game mymod' in order to load your mod. If you want your mod to show up in the mods list (the in-game menu) you will need to put in the mymod folder at least one empty .pk3 file. That's all! Happy modding ;) This package is not supported by id Software or Activision or Grey Matter or Nerve in any way or form. Do NOT hassle them about it. Thanos Kyritsis (aka DJ Art) - djart@linux.gr - http://members.hellug.gr/djart/wolfsource
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A rtcw(1.0) mod to serve as framework to anyone that's crazy enough and wishes to start from scratch....
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