Hi Matthew, I think this is a great idea and I would love to read what you have so far.

A list of the existing functions is great, as that would have saved me quite a few hours of work in the beginning stages of my mod, regarding the reverse detection of players. The function I have now, works, and is actually upgradable for more resolution but it too, could be streamlined. But it's taken me until recently to become comfortable enough with Quake C to understand that and know how to do it easily.

I'd like to hear more about the proper ways to hook into the code, as it's something I've been curious about. My experience has been with needing to change an actual function rather than hook into it as it exists. <smile>

I'm sure my code is anything but clean, LOL! in the sense that it's a running record of the development of my understanding of Quake C as I continued learning about it as I went on! :)

Anyway, thanks so much for your effort, as usual, and if I can help, the offer is there...

Smiles,

CQ

At 01:46 PM 10/24/2006 +0100, you wrote:

I'm updating the documentation for developers and have decided to link
to other references on how the QuakeC language works, keeping our
document more focused on how the AQ gamecode works.

I have read a few great QuakeC tutorials, and will link to them, but was
wondering if anyone had any suggestions.

I've recently been adding sections that explain how the QuakeC gamecode
is laid out and why, what each of the AGRIP source files do and the
beginnings of how to make use of ``hooks'' into our code to ensure your
mod works more consistently when the QuakeC gamecode in ZQuake's project
on sourceforge is updated.

It is my hope that this information will help you develop your mods
``the right way'' -- i.e. cleanly and with the ability to be extended
more easily in future.  I'm also hoping to at least list the library
functions I wrote that you'll find useful, too.

When the updates are done, I'll let you know.  Please reply to this with
comments, questions, suggestions, and so on!

bye just now,


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