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Chaos mod mark (II) - "the Archons"
Game

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(...)
Game

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

Nov 22, 2014 qc Tutorial 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 Tutorial 3 comments

Details of the quake-c interface with a human

Metal Monstrosity
Quake

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
Quake

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  (10 - 20 of 55)
numbersix Creator Online
numbersix Oct 1 2013, 2:45pm says:

Now you can all see what a traceplane normal is: Moddb.com

+1 vote   reply to comment
numbersix Creator Online
numbersix Sep 29 2013, 8:16pm says:

I've just discovered the quake-c manual I use has a second index.
A really awesome second index with source code and definitions linked into the manual. I'm going to see what I can do about access online and distribution.

It also needs improved, it lacks information.

+1 vote   reply to comment
numbersix Creator Online
numbersix Sep 29 2013, 1:24pm says:

Got a new tutorial up on traceline. Check it out if you want to know how it works.
Also going to go back over the tutorials and add in darkplaces cvar references and the quake-c manual section relevant to each tutorial.

+1 vote   reply to comment
numbersix Creator Online
numbersix Sep 9 2013, 1:01pm says:

Making my first foray into client side quake c.
Want the HUD to support Archon fully so things are less confusing to new users.

I have a tutorial lined up for storing data in the parm* vars...just need to clarify a couple things and I'll put it up.

Also came across the concept of "scratch" quake c. A basic bare bones building block set for modding. I'm going to see if anything can be done with that.

+1 vote   reply to comment
st1x51
st1x51 Sep 9 2013, 1:46pm replied:

csqc is cool thing:)

i have something like a "base csqc" for Darkplaces:)

+2 votes     reply to comment
numbersix Creator Online
numbersix Aug 8 2013, 5:05pm says:

Informative quake-c introduction:
Ouns.nexuizninjaz.com

Perhaps one day I will optimize the original quake-c docs.
(Looking for details on fteqcc advanced programming right nowish.)

+1 vote   reply to comment
numbersix Creator Online
numbersix Aug 2 2013, 1:19am says:

Oh man. I got something that will blow away the "how far we've come" comparison and just about every other tutorial I've put up.

The Archon mod code has become so complex it breaks frikqcc. That is the only compiler that will compile it! A couple years ago I had to start using the optimize options /O2 - optimize everything. It has at least doubled in complexity and now even optimize fails.

But...I just fixed it!
(now to make the engine work with this.)

+1 vote   reply to comment
st1x51
st1x51 Aug 2 2013, 1:14pm replied:

i dont like frikqcc,fteqccgui the best,but its missing some errors

+2 votes     reply to comment
numbersix Creator Online
numbersix Aug 2 2013, 2:05am replied:

Got the engine working!
Still have to make it use other mods now - its broken with every other progs.dat out there. It wont be that hard, I just have to detect Archon as different and duplicate the progs part of the engine (or some other clever struct / union trick or such like)...

+1 vote   reply to comment
st1x51
st1x51 Aug 3 2013, 4:14pm replied:

you need to generate progdefs.h and put it in engine src(for reference)

+2 votes     reply to comment
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