Okay, you want a progress bar in Quake? Open up defs.qc and comment out this line:
string(string s) precache_model = #20; string(string s) precache_model; string(string s) load_model = #20; string SIGNAL_CVAR = "gamecfg"; // Change this if your mod uses this cvar float TOTAL_MODELS = 26; // Change this based on how many models get // precached in worldspawn float startsequence; float dottracker; float modelsloaded; Now, open up world.qc, and add this to the start: void(string s) forceprint = { local float defon; if(cvar(SIGNAL_CVAR)) { defon = cvar("developer"); if(!defon) { cvar_set("developer", "1"); dprint(s); cvar_set("developer", "0"); } } }; string(string s) precache_model = { local float tempdot; if(startsequence) { modelsloaded = modelsloaded + 1; tempdot = floor(modelsloaded * 43 / TOTAL_MODELS); if(tempdot > dottracker) { while(dottracker != tempdot) { forceprint("ª"); dottracker = dottracker + 1; } } } return(load_model(s)); }; Now, in the worldspawn function, before the line: precache_model ("progs/player.mdl"); startsequence = TRUE; modelsloaded = 0; dottracker = 0; forceprint("\nLoading Models...\n0% ...... 25% ..... 50% ..... 75% .... 100%\n"); forceprint("\n\n"); startsequence = FALSE; cvar_set(SIGNAL_CVAR, "0"); One last thing must be done... You have to open up quake.rc, autoexec.cfg, or default.cfg, and set whatever your SIGNAL_CVAR value is to 1. Be aware that the progress bar will not appear in demos, and if a demo is played, the progress bar will not show up. If you want to test this out without rebuilding your quake.rc or whatever, do this: quake -game modname +gamecfg 1 +map start |