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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"
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 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  (20 - 30 of 57)
numbersix Creator
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
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
numbersix Creator
numbersix Jul 27 2013, 6:12pm says:

So, I have this great idea for a feature comparison of various quake 1 engines.
But I cant get a video of a torch in the software engine to upload. Its always blank. I've made it with dosbox capture and a prog called "fraps". Both are blank when uploaded. Why?

+1 vote   reply to comment
numbersix Creator
numbersix Aug 4 2013, 6:43pm replied:

And done. Whoo.

+1 vote   reply to comment
numbersix Creator
numbersix Jul 12 2013, 6:10pm says:

Now that I'm back from hiatus, things are going swimmingly. Medias are being posted and the Chaos mod: Archon has even made it into the top 100 for a brief day of glory. It is wicked seeing a quake 1 (one!) mod in the top 100.

As ideas percolate through my mind and I squash bugs, I have a new plan. After the 1.0.5 alpha release, I am looking into adding HD pack support: Moddb.com

With that I think I'll introduce a new code base for mod building: original quake-c, hipnotic + ritual, bots, the HD pack, and a new physics system. And maybe some of my own goodies. I'll keep you all posted.

Stay frosty.

+1 vote   reply to comment
st1x51
st1x51 Jul 3 2013, 1:12pm says:

Hi guys,i have old version of Xash3D with QC support:)
i can give you this version(all src are included),if you are interested

Youtube.com

+2 votes     reply to comment
numbersix Creator
numbersix Jul 4 2013, 12:43pm replied:

I would have to see more of this in operation, but it appears that darkplaces is more advanced. Unless this could be upgraded to include physics engine stuff from gold source. Which I doubt would work under quake.

+1 vote   reply to comment
numbersix Creator
numbersix Jul 3 2013, 3:02am says:

Thinking about releasing some of my work for use in other mods. Like the advanced runeserver section. The problem is...my code is so heavily invested in the chaos mod project, that reworking it for standalone - is a major project in itself.

I'll see if I can liberate some smaller sections.

+1 vote   reply to comment
numbersix Creator
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 Creator
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
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