Highly evolved engine based on id Software technology, available under dual license (GPL, proprietary licensing for commercial use available).
Todays topic: using print code to hunt down bugs and logic faults.
quake c - trace and report
Replace the default quake-c frame macro with this slick piece of code.
qc++ macro #define framer(...)
Details of the quake-c interface with a human
quake c - be impulsive
Steps to become an Archon. (standard summary field filler clause.)
chaos mod: archon gameplay 01
Using parm[1-16] efficiently to store player data during level transitions.
quake c - parm* variable storage
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 - using map entity spawn functions to load quake iii maps in darkplaces
Comparison of C pointers, structs and Quake-C's entity type.
quake c - pointers, struct and the entity
Or how to tell where the gun aim is pointing and how to get there...
quake c - of vectors and angles
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 - server and client controls
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.
quake c - create and use custom server variables
Bot match in Painkeep v2.0 beta. Bots in painkeep v2.0 are coded to use all painkeep weapons and features - give it a try!
painkeep v2.0 bot match guide
Tutorial for painkeep source update custom hub feature.
custom hub for pk source update
This is the second in my occasional series of QC tutorials for Nexuiz.
nexuiz qc tutorial 2
This is my first tutorial on learning QC for Nexuiz. QC is the language used for the gamecode, and is pretty easy to learn. Once you have the hang of...
learning qc for nexuiz part 1
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