| Advanced customization Updated 24 Feb 2004 | Upper levels: - QuArK Information Base

3. Advanced customization | [ Prev - Up - Next ]

This section discusses the features of QuArK that can be customized without modifying the source code. This mainly includes: Add-Ons: lists describing new entity types, new textures, etc. This is what you need to have QuArK support new Mods of the game or new games altogether. Python: The language which much of the map-editor is written, and the major components of the Python portion of the editor, 'quarkpy' and 'plugins'. See the section 'Map editing' for more information about how to use the map editor.

Sections

- 3.1. Introducing QuArK development (06 Aug 2003)

- - Introduction (22 Apr 2001)
- - .Qrk files (02 Mar 2001)
- - Guide to Typ's (06 Aug 2003)
- - Understanding OOP (28 May 2003)

- 3.2. New Game Quickstart (24 Feb 2004)

- - Delphi coding (24 Feb 2004)
- - Defaults.qrk (10 Nov 2002)
- - Game Data Addons (10 Nov 2002)
- - Distribution and Aftermath (10 Nov 2002)

- 3.3. Add-Ons (12 Mar 2001)

- - Elements of an add-on (unfinished) (15 Feb 2001)
- - Add-on standards for new supported games (15 Feb 2001)
- - Using the entity extractor. (12 Mar 2001)

- 3.4. Python (02 Mar 2001)

- - Learning Python (15 Feb 2001)
- - Python Notes (15 Feb 2001)
- - Gotchas (15 Feb 2001)

- 3.5. Plug-Ins (05 Jul 2003)

- 3.5.1. Plugin Tutorial (05 Jul 2003)

- 3.6. QuarkPy (13 Sep 2003)

- 3.6.1. Organization (02 Mar 2001)
- 3.6.2. GUI Window (13 Sep 2003)

- 3.7. Duplicators (15 May 2002)
- 3.8. Documenting QuArK (28 Feb 2001)

- - The Information Base (15 Feb 2001)
- - Information Base Syntax (28 Feb 2001)

GNU General Public License by The QuArK (Quake Army Knife) Community - http://www.planetquake.com/quark | [ Prev - Top - Next ]