Rage through 32 single player levels and 6 deathmatch levels of sheer terror and fully immersive sound and lighting. Arm yourself against the cannibalistic Ogre, fiendish Vore and indestructible Schambler using lethal nails, fierce Thunderbolts and abominable Rocket and Grenade Launchers.
Are you a purist? And you have to play WinQuake or GLQuake without the soundtrack? Well buddy, this tutorial is for you!
Hello patient fans. In anticipation for project release (soon!), the following is a tutorial for playing user maps from Quaddicted.com, and compiled list...
This shows how to test a replacement texture in DarkPlaces and how to clear it to normal.
Tutorial about how to create ROQ.-Video files with ffmpeg and video editing software.
Shows how to make a curved path func_train in Quake3_Quake1 with path_corner entities by setting flag "[2] Train Turn To Face" on any path_corner destination...
Here is a visual guide of Zircon modifications. Zircon engine is DarkPlaces with user-interface changes (mouse driven menu, ..). Perhaps some/many/all...
An examination of the switchable lights in Quake3_Quake1, how they work and how to get the best results.
An examination of how "fence" textures, transparent textures and alpha transparent entities work using the Quake 3 map format.
This is an examination of how animated and scrolling textures work in Quake3_Quake1, which targets primarily the Quake 3 map format for use with DarkPlaces...
Quake3_Quake1: Examining the properties of the world entity (worldspawn) which includes the map title, the sky -- which in Q3 format often emits light...
DarkPlaces (and therefore Zircon engine) supports reflections, mirrors and various liquid effects. An examination of these follows.
The Quake 3 map tools support compiling models (misc_model) into a map and they become part of the .bsp. These models collide and light according to their...
How to construct rotating doors, cabinets, ramps, drawbridges with a map editor.
Books tutorial in the form of item_readable. This tutorial covers how they work. They can have pictures and markup.
Illustrations of Quake 1 BSP vs. Quake 3 BSP and allusions to the origin of this project.
Details of the quake-c interface with a human
Move and rotate quake entities with velocity. --
Using the .touch() function call to get down with quake entities.
Using traceline to find entities, do beam damage, and other cool stuff.
The quake-c entity .think() function pointer is an engine managed timing concept that is used on nearly every entity in the game.
Credit/source:Niklata gamers.org/dEngine/quake/QDP/qconcmds. html Some works Only in the Unmodified quake Engine
Comparison of C pointers, structs and Quake-C's entity type.
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 one custom server variables - how to code them in quake-c (under darkplaces engines) and how to code them in any quake engine source.
One method of getting you model converted in to Quakes .mdl format.
After doing your Counter-Strike-esque spray rifle, why not add movement based accuracy and ammo usage? Do this tutorial and add it in!
A very basic tutorial on making a automatic rifle in Quake with random spread of bullets ala CounterStrike
Want footsteps in q1? Want the sounds to depend on type of ground walking on? Keep on reading then.
Very simple tutorial aimed at people looking to begin learning Quake-C. Makes the rottweilers explode and deal damage when they attack or are attacked.
This tutorial turns your shotty into a auto-shotty where the speed is only limited by the fastest finger.
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