Painkeep v2 - Smash your opponents with all the Pain you can dish out. Deathmatch mod - make other players "die." Disclaimer - this is a free product with no warranty - see disclaimer.txt for details. Codename - Cataboligne - programmer and proud shovel owner.

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0 comments by numbersix on Jul 15th, 2013

We are all programmers and creators.  Even if you never touch a computer (quite a feat in much of todays world!)

fig 1 - inspired to develop a new weapon

The basis of this article is a piece of advice I posted to another moddb member a couple years back.  I recently read it and decided to spread this message - to encourage more members to expand their skills!  This does not apply to one specific game or task, but to all.

The moddb community exists for many reasons, but I feel one event of the past in particular is responsible (more so than others) for its genesis.

Some developers working at a (now) well known company released a (now) very popular game 20 years back.  And it was an awesome game.  So awesome many were not satisfied - they had to have more.
These enterprising individuals, this fledgling fan base - they started hacking, creating tools, adding art, making levels, and whole new game worlds.

The developers had a decision to make - squash the nascent hacker community...or give it the official stamp of approval.  Fortunate for us - the devs were all hackers and gamers themselves.  They gave approval and released an official dev kit.  Likewise for evey game they have ever released since.

For this one attitude - "the games we create, you can modify..." - we should always be thankful. (More so even than for the games themselves.)

fig 2 - examining bounding boxes in darkplaces

Any game that is worth releasing - is worth modding.  And thus we are.

This piece is specific to Quake (one) and Quake-c programming.  However, it could just as easily be applied to any code or development task.  Modeling is my personal nemesis.

You should definitely keep at it with quake-c. It is an easy language to get into - with a bit of research you can do an easy mod in an afternoon. Just starting out, it is probably best to try and keep things simple.

This "ease of entry" is also one of the drawbacks - quake-c is just as complex (if not more so having the engine back end running it) as other high level languages and debugging any code can be a very complex and time consuming task. Stay on the positive and keep going - difficult challenge will be the case with any complex programming or technology.  When you have surmounted the challenges you will be smarter and stronger!

To learn the code you have to work with it, and learn its operation and logic. Many of the early mods duplicated parts of the existing code and did something new with it.

>fear ... programming being that I suck at mental arithmetic

Nothing to fear...programming is always in the details. Many times you have to look at the logic of a piece of code step by step to make sure it is doing the right thing. Maybe work out the math on paper, or in a spread sheet.  The best programming tool is always your mind.

When I'm developing I use a lot of bprint() calls to show me what the code is doing by showing function entry/exit, logic decisions and critical variables.  And I try not to throw developer code in willy-nilly.  I like to wrap it in control variables to turn it on and off, preferably from the console.

For me, one of the best ways to succeed with a programming task is to have a clear goal. Know exactly what you want the code to do and figure out how to do that.  Moving targets are also a good project fault to avoid.  Finish the goals of the task at hand before modding your own work, adding new features or changing game engines.  Moving target is my biggest weakness in coding.

>age of ...

Wow. I've been programming for longer than that. Like Yoda said, age doenst matter - keep your mind sharp, exercise it. I dont ever use a calculator for basic math. I have some other advice but it takes on a more personal narrative - I have never used recreational drugs (ever!) and I dont consume alcohol.  Take care of the body, take care of the mind... Programming wise, my mind feels as quick as ever.  Learn how to solve problems - *any* problem.  Stay frosty.

The best general advice I probably have though is to make it fun. Modding for me is at least as much fun as playing the games.  And take the occasional coding break to actually play games.

fig 3 - editing a complex map in GTK Radiant

And never, ever give up...dreams come true!

fig 4 - a rare sight - a Quake (one!!) mod in the top 10!

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Post comment Comments  (30 - 37 of 37)
numbersix May 20 2010, 4:44am says:

Bugs found (so far) and fixed in 2.0 beta release:

FIXED: all bot voted do not cause exit (hub.qc) --- really seems fixed, hard to tell
DONE: new air cannon map model in arc -- built, installed
FIXED: hub spawning multiple dead cam in wait for votes think (chasecam.qc)

FIXED: fixing single player (start.bsp)

The multiple dead cam in the hub has the potential to (eventually) crash a server, so it needs released asap.

What I think I'll do is release an update to the full install.

This update also includes working (I hope) single player action and aliases for hubs:
pk_hub1 - start.bsp
pk_hub2 - hub2.bsp
pk_hub3 - hub3.bsp
pk_hubc - chv_hub.bsp

+1 vote     reply to comment
numbersix May 15 2010, 11:26pm says:

Painkeep 2.0 - major upgrade.
Visible weapons - check.
2 bot flavors - check.
Easy bot match - check.
Custom glquake source code - check.
Painkeep plus (artefacts) - check.
Quake 3 map support (darkplaces only) - check.

This bad boy is almost done and ready to upload...stand by.

+2 votes     reply to comment
Mv.c9 May 16 2010, 4:04am replied:


+1 vote     reply to comment
numbersix May 18 2010, 11:33pm replied:

I'm testing your single player mode. PK items work fine.
I'll make a viddy soon as it works right. Somehow its gotten stuck returning to the hub, and that shouldn't happen in SP.

+1 vote     reply to comment
Mv.c9 Oct 3 2009, 5:26am says:

ill give u a 10 if u make a single player out of this
here . . . ill be ur first watcher, ill hope for a single player mod, if you can make this work with the original episodes. it would be cool.
ill give u ur 10 in advance.

+1 vote     reply to comment
numbersix Oct 4 2009, 2:09am replied:

I did a small test - it works with single player, but I will have to change some things - pk is hardcoded with random dm starts. Kinda weird in sp, but I think I'll option this - sorta cool too.

+1 vote     reply to comment
numbersix Oct 3 2009, 4:46pm replied:

What exactly do you want in single player? Many of the features already will work with the original episodes. I believe frikbots will even work with you in coop mod. The admin features provide for the dynamic spawning of painkeep items (they will appear here and there randomly) and they all should work with monsters. If you really want I'll whip up a config file to make it easy to do and throw it in the beta release.

+1 vote     reply to comment
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Released May 17, 2010
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