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From Quake Wiki

  • For now, see the Quake Info Pool page which contains a VERY detailed record of [[QuakeC]] and [[Quake]] https://www.quake-info-pool.net/home.htm
    6 KB (1,084 words) - 22:34, 17 February 2022
  • 2 KB (363 words) - 08:51, 9 December 2015
  • ...the 'executable' program you run to actually play Quake. It loads the game's maps/models/skins/etc., figures out what to draw on the screen, responds to ...eople to connect to for playing over a network). So when you play a single-player game of Quake, the client portion of your engine communicates with the serv
    9 KB (1,453 words) - 17:01, 5 March 2024
  • ...sc. The shareware edition is useful, but there's no need to pay for it; it's free to download. However, the soundtrack is on the shareware disc and isn' ...you won't have access to the Episodes 2-4 portions of the original single-player game. Those require ''pak1.pak'', which you only get with the 'registered'/
    9 KB (1,451 words) - 18:02, 4 March 2024
  • =What's a map!?= ...building block for constructing a level is the [[brush]]. All of our level's solid geometry will be constructed from brushes. But what do we mean by 'br
    20 KB (3,615 words) - 14:46, 9 September 2022
  • and Preach's excellent blog posts on the subject: ...normal map environment, touchable point triggers are easy to miss for the player. The latter can be worked around as it is possible to assign any precached
    11 KB (1,869 words) - 17:27, 7 April 2013
  • ...e is a [[Worldspawn]] entity, a special entity which contains all of a map's solid geometry as well as some map properties, which has a single [[brush]] ...s various [[Entity_guide|keys]]. An entity may also contain a brush, if it's of a type which uses a brush. An example of this is the worldspawn entity s
    7 KB (978 words) - 07:36, 21 March 2023
  • ...realize that once all four Runes are\ncombined, the gate to Shub-Niggurath's\nPit will open, and you can face the\nWitch-Goddess herself in her frightfu ...ght\nyour mind. Gathering the shreds of your\ncourage, you shake the devil's shackles\nfrom your soul, and become ever more\nhard and determined to dest
    32 KB (3,955 words) - 12:11, 29 March 2013
  • self.health = -99; // don't let sbar look bad if a player // save damage based on the target's armor level
    6 KB (760 words) - 12:18, 29 March 2013
  • precache_model ("progs/player.mdl"); setmodel (self, "progs/player.mdl");
    15 KB (1,782 words) - 12:50, 29 March 2013
  • FTEQW has very advanced client-side QuakeC support and also comes with it's own set of qc_extensions for various features. * Here is Spike's famous [[CSQC guide for idiots]]
    13 KB (2,070 words) - 06:47, 13 September 2023
  • == General Info == ...loaded. roughly equivelent to calling addprogs at the end of the main prog's init() function.
    4 KB (706 words) - 18:59, 1 November 2017
  • ...the cluster, or send messages to the node hosting clients (or, if the node's id is explicitly known, can be used to directly communicate with other node ...ansfer request, a new node will be started using that name as the new node's initial map.
    7 KB (1,171 words) - 19:09, 1 November 2017
  • * tab: attempt to complete the command. If there's multiple, will complete only as far as the commonality goes. ...ield names are somewhat generic. You can use them as a fallback for if the player disconnects.
    7 KB (1,242 words) - 12:59, 4 November 2017
  • ...al object instead of the entity's frame info (it will still use the entity's model as normal, so the bone counts must be correct). ...d, so after creating the skeletal object, you must fill its bone data with info from the animation model. You can do this with skel_build.
    20 KB (3,251 words) - 20:35, 2 November 2017
  • Quake's architecture is that of client and server. Even in a single player game, your engine is running both a client and server simultaneously (for e ...rform its own player prediction, allowing mods to freely provide their own player physics without breaking client expectations.
    48 KB (7,842 words) - 17:21, 3 November 2017
  • ...ative character set (equivelent to Masking text with the high bit in quake's vanilla character encoding). |^s|| Push the current colour state. The stack is only about 4 states deep.
    9 KB (1,480 words) - 08:35, 16 September 2018
  • So how does Quake know what entities are different? The answer is that it's largely cosmetic. While every entity under the hood is the same, what makes ...gets set. For instance, Ogres get set to <code>monster_ogre</code>. Quake's mapping format works in plain text, so when the engine is parsing through t
    17 KB (2,767 words) - 16:19, 2 August 2023