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 routines
This reminds of software Quake 1. And I’m sure it’s doable in Quake. Build blocks, climb them, destroy them, reach the lava. Explore a pixelated universe. I’m playing online right now and I’m keeping an eye on the development blog. Minecraft is developed by Markus Persson. It’s been under development since about May 10, 2009.
This morning at QuakeCon: QuakeCon 2010 Tear Down – Day 3 Several outlets host media coming out of QuakeCon. Enjoy the show! Flickr Vimeo YouTube
Straight from Blue’s News! Return to Castle Wolfenstein and Enemy Territory source code has been released. “The id Software FTP directory offers a little QuakeCon gift from id Software, as it now hosts the public C source code for Wolfenstein: Enemy Territory, Return to Castle Wolfenstein single player, and Return to Castle Wolfenstein multiplayer (all
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
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.
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 my
Not related to Quake, but to a nice horror survival engine, Penumbra: Overture goes open source. I’ve only played the second part of the series, Black Plague, but this addition to the open-source market is remarkable. Here is a link to the public repository for the Penumbra game and the HPL1 engine: http://github.com/FrictionalGames Here’s a
This is a tutorial on how to convert a 3DS/MAX model made in 3d Studio Max to Quake 1 .mdl format. Programs used: 3D Studio Max 9, Paint Shop Pro 9, Quick3D, qME 3.1 Courtesy of st3ady.
Here’s a handy little tool for people who want to make models for Quake 1, mostly aimed at people who can work in tools like Max or Maya, but are stuck without an easy way to get their work from these tools into .mdl format. This command line program takes a very simple text file,
This is an untested Quake 2 MD2 importer script for Gmax. Add it to your scripts folder. Run it as a script. Copyright (C) 2002, 2003 Chris Cookson Download: Version history: v1.0 First release
What’s new with OpenQuartz 2? I’ve been sorting out some files and started documenting everything. Starting from the /gfx/ folder to the data paks. I’m doing this for an easy CSQC integration with the current source. I want to integrate CSQC with QC, QuakeWorld QC, Frikbot and Gyro. I’ve been fixing some errors in QC,