.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...

Custom Hub for PK source update

Custom Hub for PK source update

Painkeep v2.2 Mapping/Technical 1 comment

Tutorial for painkeep source update custom hub feature.

Painkeep hubs and PK mode in v1.2.x and v2.x code

Painkeep hubs and PK mode in v1.2.x and v2.x code

Painkeep v2.2 Server Side Coding 2 comments

Find out what PK mode is and how it affects normal and custom hubs.

Painkeep v1.2 and v2.x - activating admin menu

Painkeep v1.2 and v2.x - activating admin menu

Painkeep v2.2 Server Tools 0 comments

Follow the steps in this tutorial to activate the remote server admin mode in the painkeep v1.2 source update. *** NOTE: this only works for painkeep...

Painkeep v2.0 Bot match guide

Painkeep v2.0 Bot match guide

Painkeep v2.2 Server Tools 1 comment

Bot match in Painkeep v2.0 beta. Bots in painkeep v2.0 are coded to use all painkeep weapons and features - give it a try!

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 - .think() and .nextthink

Quake c - .think() and .nextthink

Quake Server Side Coding 0 comments

The quake-c entity .think() function pointer is an engine managed timing concept that is used on nearly every entity in the game.

Quake c - be impulsive

Quake c - be impulsive

Quake Server Side Coding 4 comments

Details of the quake-c interface with a human

Quake c - create and use custom server variables

Quake c - create and use custom server variables

Quake Server Side Coding 4 comments

Quake one custom server variables - how to code them in quake-c (under darkplaces engines) and how to code them in any quake engine source.

Quake c - of vectors and angles

Quake c - of vectors and angles

DarkPlaces engine Server Side Coding 3 comments

Or how to tell where the gun aim is pointing and how to get there...

Quake c - parm* variable storage

Quake c - parm* variable storage

DarkPlaces engine Server Side Coding 3 comments

Using parm[1-16] efficiently to store player data during level transitions.

Quake c - pointers, struct and the entity

Quake c - pointers, struct and the entity

Quake Server Side Coding 5 comments

Comparison of C pointers, structs and Quake-C's entity type.

Quake c - server and client controls

Quake c - server and client controls

Quake Server Side Coding 3 comments

Quake c has built in functions to send server and client commands, stuffcmd and localcmd - Not a trivial task and needed for complex mods. This tutorial...

Quake c - Traceline

Quake c - Traceline

Quake Server Side Coding 3 comments

Using traceline to find entities, do beam damage, and other cool stuff.

Quake c - using map entity spawn functions to load Quake III maps in Darkplaces

Quake c - using map entity spawn functions to load Quake III maps in Darkplaces

DarkPlaces engine Server Side Coding 0 comments

Darkplaces can load Quake III maps. This tutorial will demonstrate how to get the most of those maps by using quake-c to populate them with quake one...

Quake c - Velocity

Quake c - Velocity

Quake Server Side Coding 3 comments

Move and rotate quake entities with velocity. --

Quake-c - Touch

Quake-c - Touch

Quake Server Side Coding 2 comments

Using the .touch() function call to get down with quake entities.

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Quake c - server and client controls
Quake c - server and client controls Advanced Server Side Coding
qc++ macro #define framer(...)
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Painkeep hubs and PK mode in v1.2.x and v2.x code
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