QuakeC

QuakeC programming Compiler, Source code and Tutorial

QuakeC programming is is an artificial language designed to express computations that can be performed by a machine, particularly a computer.

Compiler

Download QuakeC programming compiler.

Source code

QuakeC programming Hello world sample source code.

Tutorial

QuakeC programming tutorial.

Around ’97/’98 I created this custom monster model, the ‘Slaughter’ :) I still had it on an old cd and figured it would be fun to get it working in Ezquake and do a little video on it. I knew practically nothing about modeling, skinning or animating… I still don’t know that much because after this model I never did another. I also did not have the modeling/animation resources that we have today. I do remember some guy, ‘Bubbah’, who was probably one of the only people that had this website about making a custom quake monster. It also featured his ‘snakeman’. I think I also contacted Marc Fontaine, who did the Cyberdemon for Quake. Anyway, I actually built this thing without having primitive objects. Yes, that’s crazy. Instead of using objects, I just added and connected vertices in 3D space, one by one in an old shareware version of Qme, written by Rene Post. That’s why, if you’d observe the model closely in a suitable program, you’d see that it’s pretty messy :) BTW: The problem with that shareware version of Qme was that you couldn’t save a model with more then 20 animation frames. And my monster basicly replaced the Shambler model, which has 100 animation frames. I had to create all the sequences separately (walk, run, attack, pain, etc.) and then export them and put it all together in an old DOS program called ‘meddle’. The model replaces the Shambler because I didn’t know the QuakeC programming language which was necessary to add a model on top of the already

- YOU CAN DOWNLOAD THE MOD, BUT WITHOUT THE EXTRA SOUNDS – read the last paragraph if you wanna know why – Wow, a blast from the past… Once upon a time in 1996 when I was still in my teens, there was a great groundbreaking game called Quake. While Id Software was well-known for making it easy to extend their games (like DOOM), Quake was special in that it was really easy to change the game rules – there’s a scripting language that it runs called QuakeC — and that was the “gateway language” that helped me to understand Object Oriented Programming (OOP), and after a few years of modding with QuakeC, it was really easy for me to switch over to C++ when Quake II came out. For all you kids who’ve always wanted to learn how to program — get Quake! Find the source code online – it’s not hard if you go looking for it! You don’t need to worry about the engine code – just get used to working with QuakeC. I use frikqcc to compile my code. There’s PAK file editors, WAD editors, sound editors, etc… get those! — WHY I’M NOT UPLOADING THE (FULL) MOD TO THE WEB — I pulled sounds out of my Id Software games (DOOM II, DOOM III, Quake IV) and a few sounds for the critical hits from Valve’s TF2. The sounds all come from legal copies of the game, but I don’t wanna get into trouble with Cease and Desist notices – it’s all for personal use and I’m trying to keep all of these appropriations kosher under the Fair Use Doctrine. UPDATE: You can get the mod and source code here. Check out
Video Rating: 5 / 5

By programming on October 16, 2010 | QuakeC | A comment?
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