.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 - 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 30 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 2 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...

The Ivory Tower
Quake

The Ivory Tower

Feb 7, 2014 Quake News 2 comments

Deep within the Grendal Gorge is a small monastery and chapel built by the Silver Knights of Tresden. A quiet secluded place where life is slow and the...

Quake c - Velocity
Quake

Quake c - Velocity

Nov 24, 2013 Quake Tutorial 3 comments

Move and rotate quake entities with velocity. --

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Post comment Comments  (20 - 30 of 49)
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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