Highly evolved engine based on id Software technology, available under dual license (GPL, proprietary licensing for commercial use available).

Description

Quake 'one' 1.06 .qc files with qc++ enhancements - fteqcc required - see docs / compiled.txt

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quake-c version 1.06 RECODED
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numbersix Author
numbersix - - 2,244 comments

Requirements - fteqcc

For a precompiled binary try:

Sourceforge.net

fteqcc source can be found here:

Sourceforge.net

on page:

Sourceforge.net

In the archive the qcc source is in the qclib directory.

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numbersix Author
numbersix - - 2,244 comments

What is v1.06 RECODED ?

A redesigned v1.06 quake-c with an intense focus on:

Reducing compiled resource usage - less bytes, less globals, less functions, less statements.

Simplify source code - less statements means less to debug - unused code is removed (commented out or #ifdef blocked) Repeated code has been folded into fewer functions.

Maintain as much of the v1.06 function as possible. Some code fixes and minimal upgrades have been included - these can be reversed / removed by commenting a few #define.

Easier use in mods - the frikbot module is included as an example - it can be removed by commenting out one #define.

Future expansion - plans to include hipnotic, ritual, painkeep, etc.

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ceriux
ceriux - - 1,514 comments

if you could a basic scratch source with main fps features would be desirable.

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numbersix Author
numbersix - - 2,244 comments

I'm working towards making all major sections exclude-able modules...
So if you have a DM only mod, you could turn off the monster modules. Want new weapons - turn of the weapon module.
This is a similar idea, but not quite from scratch.
If you turn off all the modules, you would have a basic framework with all the major engine calls and some of the run code.

I'm also heading towards re-writing a lot of the old code with mod easy counterparts that simplify and make new things easier.
This hard part about this is the hill you have to climb to add existing code, like the mission packs.
Most modders just bolt everything right into v1.06. The opposite would be frikbot. If all the mission packs and other addons were like frik, it would be a dream.

What would be nice is if the editor could exclude bits based on what #ifdef block it was in. I'd also like the compiler to output the code it actually compiled. The #ifdef stuff tends to be busier and you have to watch that you are looking at the right piece of code.

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dr_mabuse1981
dr_mabuse1981 - - 1,253 comments

very nice, i never thought you can do such things in qc :D

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numbersix Author
numbersix - - 2,244 comments

Wow, thanks!

I've actually just discovered how to make a "true" local variable - that does NOT affect the global counts!!

What amazes me is that after what is fast approaching 20 years...I'm still learning things about qc.

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