note: Issue should not be worked until post-Beta2 ( 07/2020 ) or release (TBD 12/2020)
Would be nice to allow objectives to be filtered by campaign difficulty.
Objective data is a 2-part synchronization between the .msn text file and the map_objective entity placed in the .bsp.
The .msn file holds the human-readable text data, and the .bsp data holds the state of the objective.
To allow for filtering-by-skill, there'd have to be a way the .msn file knows what objective is affected by which skill setting.
Mappers will still have to wire up the entities accordingly, and this might screw with entity .data_idx overlap.
battleMETAL overrides Quake's default info_player_start spawn specifications, instead it allows mappers to define lists of spawn points, and filter by 'active'/'inactive' and by faction.
I tried to run fteqcc in each directory that it exists. Files are created (dat and ino for progs, csprogs & menu) but I must be missing something because it's not working properly when I place these in the id1 folder of alpha 3.8.
I'm not up on how to compile for Quake and am probably missing something. Can I get some instructions for getting the code compiled so I can test the new code updates? A wiki page might be a good idea for others as well.