.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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Trials and Tribulations
Conquest (RTS)

Trials and Tribulations

Conquest (RTS) 2 comments

Well penned article by James Long details much about the quest for better Quake C!

Arcane Dimensions
Quake

Arcane Dimensions

AD 19 comments

Fight your way across multiple dimensions to reach Chthon!

Chaos mod mark (II) - "the Archons"

Chaos mod mark (II) - "the Archons"

DarkPlaces engine 3 comments

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

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

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

DarkPlaces engine Server Side Coding 13 comments

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

Quake c - be impulsive
Quake

Quake c - be impulsive

Quake Server Side Coding 4 comments

Details of the quake-c interface with a human

Post comment Comments  (20 - 30 of 69)
numbersix Creator
numbersix

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.

Reply Good karma+3 votes
numbersix Creator
numbersix

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.

Reply Good karma+2 votes
numbersix Creator
numbersix

Have it in my mind to do the next tutorial on using and conserving global variables.
You are limited to 32768 and every literal (string, float or vector!), function declaration, constants, and local variable are treated as globals. That is in addition to actual globals.

Reply Good karma+1 vote
numbersix Creator
numbersix

Plans: next tutorial will be on touch in quake-c.

Reply Good karma+1 vote
numbersix Creator
numbersix

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

Reply Good karma+1 vote
numbersix Creator
numbersix

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.

Reply Good karma+1 vote
numbersix Creator
numbersix

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.

Reply Good karma+1 vote
numbersix Creator
numbersix

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.

Reply Good karma+1 vote
st1x51
st1x51

csqc is cool thing:)

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

Reply Good karma Bad karma+2 votes
numbersix Creator
numbersix

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.)

Reply Good karma+1 vote
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