DarkPlaces is a Quake modification I have built over the course of 6 years on and off experimenting, it got somewhat of an overhaul when the Quake engine source code was released, and I began developing a custom OpenGL-only engine for it and other mods, which supports Windows WGL and Linux GLX, and has greatly improved graphics and image quality. It can not easily be described, as it is simply an improved Quake, not a total conversion (yet, anyway). The realism of shell casings falling to the floor, much improved bullet impacts, 32bit color alpha blended explosions, blood flying everywhere and sticking to the walls... Behind the scenes the code has changed a great deal, I was not content with the original QuakeC code, and I have greatly changed the engine while maintaining compatibility with normal quake modifications. LordHavoc
Todays topic: using print code to hunt down bugs and logic faults.
quake c - trace and report
"the Archons" - where is it? This is the coming 1.2 beta release update!
chaos mod mark (ii) - "the archons"
Design notes, editor theory, descriptions, design philosophy, brush structure, sky boxes, entities (good and bad) and last / most, the player!
what is in a map?
How far have we come? A look into advancements related to the Quake one engine.
how far - "a road map of quake features"
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 - .think() and .nextthink
Elements available in Chaos Archon 1.0 alpha release
visible feature set
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