Quake c - .think() and .nextthink
Oct 7, 2012 Quake Tutorial 0 commentsThe quake-c entity .think() function pointer is an engine managed timing concept that is used on nearly every entity in the game.
.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...
The quake-c entity .think() function pointer is an engine managed timing concept that is used on nearly every entity in the game.
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...
First new about the Game and some more Stuff. Also please note the summary field must be at least 50 characters in length. I had some nice cili some minutes...
What platforms will OpenKatana be supporting? Why? Well read more to find out!
Now that OpenKatana is finally on Moddb and in the public spotlight, what does it mean for development? Well let's find out!
So, I was looking at some mod code and got an idea - a monster enhancement.
Fast (and slow) monsters. This is a Gauntlet II concept.
To enhance Gauntlet play, one thing Ed Logg (Atari programmer that engineered the Gauntlets among other games - Multiplayerblog.mtv.com ) did was make some monsters move & attack faster.
I tried this with an ogre first, and it was wicked. Watching them buzzing around at double speed and firing off grenades.
Going to put in server control vars to control this for all regular quake baddies.
(No point to make Shubbs faster, and Cthon might be a bit "too" wicked.)
You can make all of a type (say ogres) fast, even random spawns. Or just add in some random fast and slow ogres with the regular map ogres.
This is just one more step along the way to an Archon single player retool for Quake 1.
I coded up the half life map entity support for darkplaces. Just have to figure out where I'm going to release it.
So, I noticed "dot qc" is not .qc anymore.
Someone had the brilliant idea to change it to plain old "qc".
Click here for proof: Moddb.com
The group used to appear on that first page near the top before 00.
Geez. The group was named for the source file extension, so they should not have removed the dot.
Well, I've caught up on welcoming new members. It seems a few snuck in while life sucked for a bit. Luckily I've gotten to better days.
And I have a new quake-c project idea - Item translation for half-life maps (which darkplaces can load!)
Stay frosty.
Got a new quake-c tutorial up that explains the link between map entities in the .bsp file and the quake-c code that spawns / controls them. Oorah!
The next quake-c item should be on using the .think() function call for timing and control.
Kind of lonely here, I'll try and visit more! Get something going on here!
The moderator has just gotten a sailboat.
Once certain things calm down, I'm going to try and get back to coding and posting on moddb.
By the code! I feel the pull again. Maybe I can stealth some quake-c in after taxes are done...
I've noticed forum replies seem not to generate updates regardless of watch settings. Maybe this is optioned somewhere, but until I find anything better, forum article replies might be a bit stale from time to time.
System is back up, be catching up for a short bit.