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		<id>https://trepidation.n5net.com/wiki/index.php?title=Make_A_Mod&amp;diff=114&amp;oldid=prev</id>
		<title>Admin: Created page with &quot; == Preface ==  Before you consider starting a mod, you need a few things. A solid understanding of C, as that's what Trepidation is written in. This is quite cumbersome and y...&quot;</title>
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				<updated>2016-12-07T19:09:12Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot; == Preface ==  Before you consider starting a mod, you need a few things. A solid understanding of C, as that&amp;#039;s what Trepidation is written in. This is quite cumbersome and y...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
== Preface ==&lt;br /&gt;
&lt;br /&gt;
Before you consider starting a mod, you need a few things.&lt;br /&gt;
A solid understanding of C, as that's what Trepidation is written in. This is quite cumbersome and you are furthermore limited by the ioquake3 engine, unless you want to create a standalone game.&lt;br /&gt;
Basically all tutorials for Quake 3 mods also apply to Trepidation. A few filenames might have changed, some functions have been removed, renamed or edited.&lt;br /&gt;
Trepidation’s sourcecode is licensed under the GPL, so if you plan on releasing your mod to the public, you have to include its sourcecode as well.&lt;br /&gt;
&lt;br /&gt;
== Abstract ==&lt;br /&gt;
&lt;br /&gt;
Like Quake 3, Trepidation is separated into the engine (e.g. trepidation.*.exe) and gamecode (e.g. qagame.qvm). The engine provides basic functionality like network and file access as well as drawing the graphics on a client. The gamecode is usually created in the Quake Virtual Machine (QVM) format, which can be loaded on any platform (Windows, Linux, Mac) which the engine supports.&lt;br /&gt;
&lt;br /&gt;
The gamecode itself is separated into the user interface (q3_ui), the client game code (cgame) and the server game code (qagame).&lt;br /&gt;
&lt;br /&gt;
You can create serverside only mods if you only edit qagame.&lt;br /&gt;
&lt;br /&gt;
== Getting the files ==&lt;br /&gt;
You can download the latest version of the sourcecode for Trepidation from Github.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compiling ==&lt;br /&gt;
&lt;br /&gt;
After extracting the downladed sourcecode you should create a file called Makefile.local in the same folder as Makefile.&lt;br /&gt;
&lt;br /&gt;
 BUILD_GAME_QVM		= 1&lt;br /&gt;
 BUILD_GAME_SO		= 0&lt;br /&gt;
 BUILD_MISSIONPACK	= 0&lt;br /&gt;
 &lt;br /&gt;
 BUILD_SERVER		= 0&lt;br /&gt;
 BUILD_CLIENT		= 0&lt;br /&gt;
 BUILD_CLIENT_SMP	= 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This way running make will only build the gamecode QVMs and no shared libs or even the client and dedicated server engine.&lt;br /&gt;
&lt;br /&gt;
On an *nix system it should be sufficient to just run make now. The resulting QVMs will be created in e.g. build/release-linux-i386/baseq3/vm/&lt;br /&gt;
.&lt;br /&gt;
Windows users can either use MinGW or use the provided batch files (e.g. code/game/game.bat). When using batch files, the compiled QVMs will be stored inside \quake3\baseq3\vm\ on the drive where you extracted the sourcecode.&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
&lt;br /&gt;
You should copy the QVM files into a folder for your mod inside your homepath, e.g. ~/.trepidation/mymod/vm/ on Linux.&lt;br /&gt;
To test your mod in game, run trepidation with these additional commands&lt;br /&gt;
+set fs_game &amp;quot;mymod&amp;quot; +set sv_pure &amp;quot;0&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where &amp;quot;mymod&amp;quot; is the folder where you copied your mod. Running the game &amp;quot;unpure&amp;quot; causes the engine to load your QVM files even though they are not packed as a PK3 file.&lt;br /&gt;
&lt;br /&gt;
== Releasing ==&lt;br /&gt;
&lt;br /&gt;
If you want to release your mod, you will at least need to pack vm/*.qvm into a Zip archive, then change its extension to &amp;quot;.pk3&amp;quot; instead of &amp;quot;.zip&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You should also include a readme file as well as your modified sourcecode (maybe as a separate download or diff).&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

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