Tips on compiling Quake III source code with VC++ 6.0
April 12, 2007 • 1 min read
In the post "Modifying Quake3", I have explained how to compile the Quake III source code. In case you are not using Visual Studio 2003 but using developer studio for VC++ 6.0, here are some tips to compile using that.

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Modifying Quake 3 - The Homing Missile Approach
How to compile and modify the Quake 3 source code to create a Homing Missile mod.
Apr 11, 2007
In the post Modifying Quake3 , I have explained how to compile the Quake III source code. In case you are not using Visual Studio 2003 but using developer studio for VC++ 6.0, here are some tips to compile using that.
If you are using VC++6, download the tool : prjconverter (Search on Google and you’ll find it)
Copy that in your Quake 3 code sub-directory.
Open up a command window. Change directory to Quake 3 code sub-directory and type.
prjconverter quake3.sln
It should make some project files.
Now load up Quake 3 code in VC++. Click on Projects —> Active Configurations. Change it to Win32-Release.
Unload the UI Project, as it can create problems while compiling. Make sure that the Quake 3 project has botlib and renderer as its dependencies.
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Modifying Quake 3 - part 2- Gamer inputs
How Quake 3 works and we will create a mechanism to accept user input.
Apr 11, 2007

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Modifying Quake 3 - part 3 - Missile behavior
How to change the behavior of a rocket in Quake 3 and convert it into a homing missile. And few variations for this homing missile.
Apr 11, 2007