.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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Code gone bad: when models go black Code example 1119 Hornets
Chaos mod mark (II) - "the Archons"

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(...)

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 c - be impulsive

Jun 14, 2014 Quake Tutorial 3 comments

Details of the quake-c interface with a human

Metal Monstrosity

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

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 62)
numbersix Creator
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 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
numbersix Aug 8 2013, 5:05pm says:

Informative quake-c introduction:

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
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 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 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
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