.qc (dot qc) - the group for quake c coders of all denominations. If you make quake one mods and write code in quake c, join our group! I'll try to answer any quake c questions - please post your inquiry in the forums...

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Random sample Logic test results - the zero cases Art of Development series: #35 - shadows
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Chaos mod mark (II) - "the Archons"

Chaos mod mark (II) - "the Archons"

Dec 10, 2014 DarkPlaces engine News 3 comments

"the Archons" - where is it? This is the coming 1.2 beta release update!

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

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

Nov 22, 2014 Tutorial 7 comments

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

Quake c - be impulsive

Quake c - be impulsive

Jun 14, 2014 Quake Tutorial 3 comments

Details of the quake-c interface with a human

Metal Monstrosity

Metal Monstrosity

May 27, 2014 Quake News 18 comments

Floating high above the clouds of an elder world is a towering structure of metal etched with glowing runes and full of hostile forces.

The Horde of Zendar

The Horde of Zendar

Feb 14, 2014 Quake News 4 comments

For many years the trail through the Grendal Gorge was a dangerous place, the path was plagued by thieves trying to help travellers part with their gold...

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Post comment Comments  (0 - 10 of 57)
numbersix Creator
numbersix Dec 30 2014, 10:52pm says:

I noticed fteqw.com is gone!
This was my only reference online for fteqcc docs.
I got a few pages cached and the rest are on waybackmachine.

I'm deciding if I'll put up a copy here, maybe as a tutorial, a feature or even a download archive of all the docs.

I'm not even sure who to contact about this.

+1 vote   reply to comment
st1x51 Jan 9 2015, 4:41am replied: +2 votes     reply to comment
numbersix Creator
numbersix Dec 19 2014, 11:52am says:

I've decided to call the first release of the qc v106 upgrade:

"v106 - RECODED"

+1 vote   reply to comment
numbersix Creator
numbersix Dec 13 2014, 2:17am says:

Nearly done with the qc++ framer() improvements. Considering releasing the framer enhancements (plus some other bits) prior to the big whammy.

+2 votes   reply to comment
st1x51 Dec 18 2014, 5:22pm replied:

very interesting

+2 votes     reply to comment
numbersix Creator
numbersix Dec 4 2014, 3:29pm says:

As I move forward with the qc++ recode initiative, I see these 3 elements vie with each other and need balanced:

1. code written and debugged
2. code compiled and qc physical limits (globals, fields, functions limit)
3. code run by the server, process loops, stack use, etc

I'll be posting more in the forum along these lines.

+1 vote   reply to comment
numbersix Creator
numbersix Nov 23 2014, 2:35am says:

Introducing the new vision: QC++
advanced code to improve quake-c

+1 vote   reply to comment
numbersix Creator
numbersix Nov 6 2014, 1:20am says:

// YAH - yet another hack
The new mantra of my recent bug fixes...sad.

+1 vote   reply to comment
numbersix Creator
numbersix Jun 16 2014, 10:29pm says:

The QC group is nearing 3 years.

I must say, I am impressed with the membership and interactions.

There have not been as many question as I hoped for - but I think this is acceptable. We have a good bit of activity for a game and programming system created in 1996!

Things seem to be going very well, and I have some plans...

Two major items I hope to present this summer:

1. Add new weapons to any mod.
2. Add new monsters and generate random monsters on a map.
a. allow monsters to carry / drop treasure or items.

I've got nearly all the background material in place - just a couple more entries in the vault: Moddb.com and we will start to have more complex tutorials.

+3 votes   reply to comment
numbersix Creator
numbersix Nov 17 2013, 6:57pm says:

The forum has a new board: Moddb.com - the "Vault"
I'll post bits of code and hints there.
If you have some nifty code, a shortcut or other quick qc goody, go ahead and post it.

+2 votes   reply to comment
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Aug 18, 2011
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