Highly evolved engine based on id Software technology, available under dual license (GPL, proprietary licensing for commercial use available).

Chaos mod: Archon gameplay 01
Quake

Chaos mod: Archon gameplay 01

Dec 27, 2013 Chaos Archon Basic design/concepts 1 comment

Steps to become an Archon. (standard summary field filler clause.)

Custom Hub for PK source update
Quake

Custom Hub for PK source update

Oct 11, 2008 Painkeep v2.2 Intermediate mapping/technical 1 comment

Tutorial for painkeep source update custom hub feature.

Painkeep v2.0 Bot match guide
Quake

Painkeep v2.0 Bot match guide

May 17, 2010 Painkeep v2.2 Basic server tools 1 comment

Bot match in Painkeep v2.0 beta. Bots in painkeep v2.0 are coded to use all painkeep weapons and features - give it a try!

qc++ macro #define framer(...)
Game

qc++ macro #define framer(...)

Nov 22, 2014 qc Advanced server side coding 7 comments

Replace the default quake-c frame macro with this slick piece of code.

Quake c - be impulsive
Quake

Quake c - be impulsive

Jun 14, 2014 Quake Intermediate server side coding 3 comments

Details of the quake-c interface with a human

Quake c - create and use custom server variables
Quake

Quake c - create and use custom server variables

Aug 27, 2011 Quake Intermediate server side coding 2 comments

Quake one custom server variables - how to code them in quake-c (under darkplaces engines) and how to code them in any quake engine source.

Quake c - of vectors and angles
Game

Quake c - of vectors and angles

Oct 2, 2011 DarkPlaces engine Intermediate server side coding 3 comments

Or how to tell where the gun aim is pointing and how to get there...

Quake c - parm* variable storage
Game

Quake c - parm* variable storage

Sep 15, 2013 Intermediate server side coding 3 comments

Using parm[1-16] efficiently to store player data during level transitions.

Quake c - pointers, struct and the entity
Quake

Quake c - pointers, struct and the entity

Nov 3, 2011 Quake Advanced server side coding 5 comments

Comparison of C pointers, structs and Quake-C's entity type.

Quake c - server and client controls
Quake

Quake c - server and client controls

Sep 10, 2011 Quake Advanced server side coding 3 comments

Quake c has built in functions to send server and client commands, stuffcmd and localcmd - Not a trivial task and needed for complex mods. This tutorial...

Quake c - using map entity spawn functions to load Quake III maps in Darkplaces
Game

Quake c - using map entity spawn functions to load Quake III maps in Darkplaces

Sep 30, 2012 DarkPlaces engine Intermediate server side coding 0 comments

Darkplaces can load Quake III maps. This tutorial will demonstrate how to get the most of those maps by using quake-c to populate them with quake one...

Platforms
Windows, Mac, Linux, PS3, X360
Contact
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Official Page
Icculus.org
Licence
GPL
Release Date
Released Mar 30, 2000
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Popular Tutorials
Quake c - parm* variable storage
Quake c - parm* variable storage Intermediate server side coding
Quake c - pointers, struct and the entity
Quake c - pointers, struct and the entity Advanced server side coding
Quake c - be impulsive
Quake c - be impulsive Intermediate server side coding
Quake c - of vectors and angles
Quake c - of vectors and angles Intermediate server side coding
Quake c - create and use custom server variables
Quake c - create and use custom server variables Intermediate server side coding
Chaos mod: Archon gameplay 01
Chaos mod: Archon gameplay 01 Basic design/concepts
qc++ macro #define framer(...)
qc++ macro #define framer(...) Advanced server side coding
Quake c - server and client controls
Quake c - server and client controls Advanced server side coding
Custom Hub for PK source update
Custom Hub for PK source update Intermediate mapping/technical
Tutorial Categories
 - Server Side Coding
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1
 - Design/Concepts
1
 - Server Tools
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