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Quake c - server and client controls
Quake

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 - 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 - pointers, struct and the entity
Quake

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 - 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

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 - .think() and .nextthink
Quake

Quake c - .think() and .nextthink

Quake Server Side Coding

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 - 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 - Traceline
Quake

Quake c - Traceline

Quake Server Side Coding 3 comments

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

Quake-c - Touch
Quake

Quake-c - Touch

Quake Server Side Coding 2 comments

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

Quake c - Velocity
Quake

Quake c - Velocity

Quake Server Side Coding 3 comments

Move and rotate quake entities with velocity. --

Quake c - be impulsive
Quake

Quake c - be impulsive

Quake Server Side Coding 4 comments

Details of the quake-c interface with a human

How to use nzp specific entitys in your maps
Nazi Zombies: Portable

How to use nzp specific entitys in your maps

Nazi Zombies: Portable Mapping/Technical 13 comments

We released fgd. This is part 1. Of nzp developer kit. More possibly to come.

Importing models in to Quake

Importing models in to Quake

Weapons Modelling Tutorial 19 comments

One method of getting you model converted in to Quakes .mdl format.

Team Based Gameplay

Team Based Gameplay

Server Side Coding Tutorial

This tutorial is fairly large. it includes a lot of different information and shows a way to add in basic team based gameplay with observer mod and team...

Playing Combat+ with Custom Maps
Quake

Playing Combat+ with Custom Maps

Quake Combat+ Mapping/Technical 11 comments

Hello patient fans. In anticipation for project release (soon!), the following is a tutorial for playing user maps from Quaddicted.com, and compiled list...

Chaos mod: Archon gameplay 01
Quake

Chaos mod: Archon gameplay 01

Chaos Archon Design/Concepts 1 comment

Steps to become an Archon. (standard summary field filler clause.)

Adding reloading to Quake
Solitude

Adding reloading to Quake

Solitude Client Side Coding 11 comments

A tutorial on how to add reloading to Quakes shotgun in qc code, and other tips to help you get started codeing for Quake.

How to add coloured lighting to Solitude maps
Solitude

How to add coloured lighting to Solitude maps

Solitude Mapping/Technical 3 comments

A tutorial by one of Solitudes mappers on how to get coloured lighting into Solitude maps!