Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic Ogre, fiendish Vore and indestructible Schambler using lethal nails, fierce Thunderbolts and abominable Rocket and Grenade Launchers.

Post tutorial RSS Tutorials  (0 - 30 of 37)
The Joy Of Having The Quake Soundtrack In WinQuake Or GLQuake

The Joy Of Having The Quake Soundtrack In WinQuake Or GLQuake

Music Tutorial

Are you a purist? And you have to play WinQuake or GLQuake without the soundtrack? Well buddy, this tutorial is for you!

Playing Combat+ with Custom Maps

Playing Combat+ with Custom Maps

Quake Combat+ Mapping/Technical 11 comments

Hello patient fans. In anticipation for project release (soon!), the following is a tutorial for playing user maps from Quaddicted.com, and compiled list...

How To Test Replacement Textures In DarkPlaces

How To Test Replacement Textures In DarkPlaces

Zircon Engine - a "DarkPlaces Mark V" project Textures

This shows how to test a replacement texture in DarkPlaces and how to clear it to normal.

Creating roq video files using ffmpeg

Creating roq video files using ffmpeg

Other Tutorial 2 comments

Tutorial about how to create ROQ.-Video files with ffmpeg and video editing software.

Curved Path Train (Func_Train / Misc_Mdl_Train)

Curved Path Train (Func_Train / Misc_Mdl_Train)

Quake3_Quake1 Mapping Resources Mapping/Technical

Shows how to make a curved path func_train in Quake3_Quake1 with path_corner entities by setting flag "[2] Train Turn To Face" on any path_corner destination...

Visual Guide To Engine Changes

Visual Guide To Engine Changes

Zircon Engine - a "DarkPlaces Mark V" project Design/Concepts

Here is a visual guide of Zircon modifications. Zircon engine is DarkPlaces with user-interface changes (mouse driven menu, ..). Perhaps some/many/all...

Switchable Lights In Quake3_Quake1

Switchable Lights In Quake3_Quake1

Quake3_Quake1 Mapping Resources Mapping/Technical

An examination of the switchable lights in Quake3_Quake1, how they work and how to get the best results.

Fence Textures, Glass Textures

Fence Textures, Glass Textures

Quake3_Quake1 Mapping Resources Mapping/Technical

An examination of how "fence" textures, transparent textures and alpha transparent entities work using the Quake 3 map format.

Animated and Scrolling Textures (animap, tcmod scroll)

Animated and Scrolling Textures (animap, tcmod scroll)

Quake3_Quake1 Mapping Resources Mapping/Technical 4 comments

This is an examination of how animated and scrolling textures work in Quake3_Quake1, which targets primarily the Quake 3 map format for use with DarkPlaces...

Worldspawn, Sky, Fog, Map Title, Worldhints

Worldspawn, Sky, Fog, Map Title, Worldhints

Quake3_Quake1 Mapping Resources Mapping/Technical

Quake3_Quake1: Examining the properties of the world entity (worldspawn) which includes the map title, the sky -- which in Q3 format often emits light...

Reflections, Mirrors, Flowing Water

Reflections, Mirrors, Flowing Water

Quake3_Quake1 Mapping Resources Mapping/Technical

DarkPlaces (and therefore Zircon engine) supports reflections, mirrors and various liquid effects. An examination of these follows.

Compiling Models Into a Map (misc_model)

Compiling Models Into a Map (misc_model)

Quake3_Quake1 Mapping Resources Mapping/Technical

The Quake 3 map tools support compiling models (misc_model) into a map and they become part of the .bsp. These models collide and light according to their...

Rotating Doors / Cabinets / Ramps / Drawbridges

Rotating Doors / Cabinets / Ramps / Drawbridges

Quake3_Quake1 Mapping Resources Mapping/Technical

How to construct rotating doors, cabinets, ramps, drawbridges with a map editor.

Books With Markup, Images, Multiple Pages

Books With Markup, Images, Multiple Pages

Quake3_Quake1 Mapping Resources Mapping/Technical

Books tutorial in the form of item_readable. This tutorial covers how they work. They can have pictures and markup.

Zircon Engine Origins

Zircon Engine Origins

Zircon Engine - a "DarkPlaces Mark V" project Design/Concepts

Illustrations of Quake 1 BSP vs. Quake 3 BSP and allusions to the origin of this project.

Quake c - be impulsive

Quake c - be impulsive

Server Side Coding Tutorial 4 comments

Details of the quake-c interface with a human

Quake c - Velocity

Quake c - Velocity

Server Side Coding Tutorial 3 comments

Move and rotate quake entities with velocity. --

Quake-c - Touch

Quake-c - Touch

Server Side Coding Tutorial 2 comments

Using the .touch() function call to get down with quake entities.

Quake c - Traceline

Quake c - Traceline

Server Side Coding Tutorial 3 comments

Using traceline to find entities, do beam damage, and other cool stuff.

Quake c - .think() and .nextthink

Quake c - .think() and .nextthink

Server Side Coding Tutorial

The quake-c entity .think() function pointer is an engine managed timing concept that is used on nearly every entity in the game.

Quake Console Cmds

Quake Console Cmds

Client Side Coding Tutorial 1 comment

Credit/source:Niklata gamers.org/dEngine/quake/QDP/qconcmds. html Some works Only in the Unmodified quake Engine

Quake c - pointers, struct and the entity

Quake c - pointers, struct and the entity

Server Side Coding Tutorial 5 comments

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

Quake c - server and client controls

Quake c - server and client controls

Server Side Coding Tutorial 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 - create and use custom server variables

Quake c - create and use custom server variables

Server Side Coding Tutorial 4 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.

Importing models in to Quake

Importing models in to Quake

Weapons Modelling Tutorial 19 comments

One method of getting you model converted in to Quakes .mdl format.

Random Spray Rifle Part 2

Client Side Coding Tutorial

After doing your Counter-Strike-esque spray rifle, why not add movement based accuracy and ammo usage? Do this tutorial and add it in!

Random Spray Rifle Part 1

Client Side Coding Tutorial 1 comment

A very basic tutorial on making a automatic rifle in Quake with random spread of bullets ala CounterStrike

Footsteps in DarkPlaces

Server Side Coding Tutorial 1 comment

Want footsteps in q1? Want the sounds to depend on type of ground walking on? Keep on reading then.

Mecha Explosive Puppy

Client Side Coding Tutorial

Very simple tutorial aimed at people looking to begin learning Quake-C. Makes the rottweilers explode and deal damage when they attack or are attacked.

Semi-auto firing

Semi-auto firing

Server Side Coding Tutorial 2 comments

This tutorial turns your shotty into a auto-shotty where the speed is only limited by the fastest finger.