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  • ...piled with a [[QCC]] compiler (such as [[FrikQCC]] or [[FTEQCC]]) into a [[progs.dat]] file. The file is read by the virtual machine inside the engine. This met
    835 bytes (129 words) - 16:43, 9 April 2013
  • ...e QSG keys are usefull to use Quake1 mods with other engines that can load progs.dat files, like [[FungusQC]].
    25 KB (2,513 words) - 07:28, 4 November 2022
  • *pr_ - qc virtual machine (runs progs.dat) **_edict - loading progs.dat and other edict functions
    6 KB (974 words) - 12:29, 25 July 2023
  • QuakeC code is normally run only on the server as a progs.dat file. Engines which support the EXT_CSQC extension run QuakeC code on the c
    12 KB (1,964 words) - 15:24, 16 February 2011
  • ...C source code of the Quake game that you want to play and produce a valid "progs.dat" file that you should then place it inside the "id1" directory or folder. ...ur favorite QuakeC compiler, that you chose to use, should have created a "progs.dat" file, Usually '''outside''' of the directory or folder where all the Quake
    17 KB (3,014 words) - 12:16, 14 February 2023
  • ...e constants represent, but the field may be of another type in more exotic progs.dat formats or compilers.
    2 KB (259 words) - 02:10, 25 March 2013
  • ...about modding, the act of writing [[QuakeC]], which is compiled into the [[progs.dat]], or [[qwprogs.dat]].
    185 bytes (27 words) - 23:00, 16 April 2015
  • | progs.dat ||style=text-align:right| 410616 || cb04964a1952169e03392ee83a9edb91 | progs.dat ||style=text-align:right| 413116 || 0c3ef3625df5883536f8da42c78b673a
    65 KB (10,836 words) - 18:57, 4 July 2021
  • ...C]]. The server will support hard-coded values from the bsp even if the [[progs.dat]] was not compiled with the .alpha field.
    10 KB (1,647 words) - 11:57, 3 December 2009
  • ...opting individual functions of other entities, so-called [[Map_based_hacks|progs.dat hacks]].
    356 bytes (57 words) - 14:30, 28 March 2013
  • precache_file ("progs.dat");
    11 KB (1,487 words) - 13:32, 29 March 2013
  • Double click fteqccgui.exe. It will compile a progs.dat usually located one folder above source code folder.
    366 bytes (56 words) - 23:01, 22 April 2013
  • Quake/egmod/progs.dat (or qwprogs.dat) If your progs.src contains an output of '../progs.dat' (at least a matching path) then the output will be directly runnable.
    13 KB (2,070 words) - 06:47, 13 September 2023
  • 4 KB (706 words) - 18:59, 1 November 2017
  • Traditional QC code is compiled into a single progs.dat file which runs purely on the server. It controls where, when, and how thin Where SSQC outputs to a 'progs.dat' (or 'qwprogs.dat'), CSQC outputs to a 'csprogs.dat' file. This is forms th
    48 KB (7,842 words) - 17:21, 3 November 2017
  • | MODS/ABOMB/PROGS.DAT ||style=text-align:right| 416696 || 4649d3af2721f407c12cb61c4c6b5fcd | MODS/BOMB/PROGS.DAT ||style=text-align:right| 410976 || 3ad430030eb1e797b5c580cdfda1fd08
    61 KB (10,324 words) - 22:01, 22 April 2021
  • ...on 1 October 1996. It includes a patch for the game code that changes the progs.dat file inside the pak0.pak, and quake.exe v1.06.
    7 KB (1,251 words) - 11:11, 19 April 2019
  • | DEMOS/PROGS.DAT ||style=text-align:right| 492780 || 1996-09-11 09:37 || 6b2a3f9b1589be301
    77 KB (11,858 words) - 21:59, 22 April 2021