.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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Quake c - .think() and .nextthink
Quake

Quake c - .think() and .nextthink

Oct 7, 2012 Quake Tutorial 0 comments

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

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 Tutorial 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...

First new about the Game
Cause of War: 1944

First new about the Game

Sep 15, 2012 Cause of War: 1944 News 5 comments

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...

Multi-platform support.
OpenKatana

Multi-platform support.

Jul 10, 2012 OpenKatana News 0 comments

What platforms will OpenKatana be supporting? Why? Well read more to find out!

It's great to be here!
Game

It's great to be here!

Jul 2, 2012 News 7 comments

Now that OpenKatana is finally on Moddb and in the public spotlight, what does it mean for development? Well let's find out!

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Post comment Comments  (0 - 10 of 29)
numbersix
numbersix Nov 17 2012, 1:44am says:

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.

+1 vote     reply to comment
numbersix
numbersix Oct 16 2012, 11:17am says:

I coded up the half life map entity support for darkplaces. Just have to figure out where I'm going to release it.

+1 vote     reply to comment
numbersix
numbersix Oct 6 2012, 3:16pm says:

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.

+2 votes     reply to comment
numbersix
numbersix Oct 4 2012, 3:53pm says:

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.

+1 vote     reply to comment
numbersix
numbersix Oct 3 2012, 11:41am says:

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.

+1 vote     reply to comment
_Dexter_
_Dexter_ May 18 2012, 11:04pm says:

Kind of lonely here, I'll try and visit more! Get something going on here!

+1 vote     reply to comment
numbersix
numbersix Jul 1 2012, 3:55pm replied:

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.

+1 vote     reply to comment
numbersix
numbersix Feb 19 2012, 3:23am says:

By the code! I feel the pull again. Maybe I can stealth some quake-c in after taxes are done...

+1 vote     reply to comment
numbersix
numbersix Jan 9 2012, 1:50am says:

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.

+1 vote     reply to comment
numbersix
numbersix Dec 29 2011, 7:24pm says:

System is back up, be catching up for a short bit.

+1 vote     reply to comment
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