Currently Browsing: ChipQuake
More DarkPlaces Stripping Adventures
I spent this afternoon stripping more unnecessary code from DarkPlaces. Today I have removed all demo references, as it’s an obsolete feature. One could easily implement video cutscenes to the engine. The demo functions and references were scattered all over the code, and I found some hacky stuff...
Read More of More DarkPlaces Stripping Adventures
Stripping down DarkPlaces
I took a break from QuakeC customization and moved to engine coding. My little experience lead me to learn a bit of C in order to mess with the DarkPlaces source. What I actually need is the power of DarkPlaces without the unnecessary mods compatibility and old Quake functions such as demos, CD playing...
Read More of Stripping down DarkPlaces
Working on the HUD
I wanted to break a little from the regular QuakeC sessions, so I wanted to give another shot to the HUD. The first one – the one you saw in the previous shots, both here and on Inside3D – was an alpha version. It was there just for the positioning. It doesn’t scream “look at...
Read More of Working on the HUD
ChipQuake – The Beginning
I kept on working and developing the QuakeC source with some new features, which, in order to be tested, needed a test map. So I used QuArK to build a new map with custom effects and entities. I give you… sp_Temple! sp_Temple is a basic map with some geometry, some lighting,  and some new entities....
Read More of ChipQuake – The Beginning
ChipQuake Project
Last night I kicked off my long-awaited (by me) project. I dubbed it ChipQuake, until it starts to shape up into something I can properly name. There is no screenshot yet, as the project is yet in early development changes. Recent activity on Inside3D made me take a decision, a decision to finally start...
Read More of ChipQuake Project