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  • ...on.planetquake.gamespy.com/tutorial/tutor7.htm Creating Your First Quake-C Mod by Coffee] * [http://www.insideqc.com/qctut/qctut-85.shtml Darkplaces modding by Supajoe]
    14 KB (2,091 words) - 16:20, 2 August 2023
  • * [[DarkPlaces]] and [[TomazQuake]] support most of the old QSG keys. Actually this keys h * The new [[DarkPlaces]] builds add some new and very interesting keys.
    25 KB (2,513 words) - 07:28, 4 November 2022
  • |name=DarkPlaces |first-release=[http://icculus.org/twilight/darkplaces/files/2000/?M=A 2000]
    3 KB (361 words) - 07:20, 4 November 2022
  • ...e to explosives. A far more dangerous variety can be found in [[DarkPlaces Mod]] where the magic homes in on the player and pursues rather relentlessly.
    4 KB (535 words) - 17:40, 4 May 2013
  • ...(in singleplayer this is the player's console), the cvar exists until the mod is unloaded or the game quits. [[Category:DarkPlaces]]
    305 bytes (47 words) - 02:09, 25 March 2013
  • ..., note that unlike punchangle this is not faded over time, it is up to the mod to fade it (see also DP_SV_PLAYERPHYSICS). [[Category:DarkPlaces]]
    415 bytes (71 words) - 02:10, 25 March 2013
  • ...FrikaC first suggested it and used a rough equivilant of it in his FrikBot mod years ago involving WriteByte calls on each character. [[Category:DarkPlaces]]
    937 bytes (150 words) - 07:29, 4 November 2022
  • To make life easier on mod coders. [[Category:DarkPlaces]]
    759 bytes (103 words) - 02:26, 25 March 2013
  • ...cific engine guide to getting the resources needed to start making a quake mod, some suggestions on first mods to make to learn the language and nature of == Making your mod directory ==
    6 KB (1,060 words) - 00:32, 3 May 2022
  • ...t in the same path in multiple pak files and the game directories (ID1 and mod), precedence is important to know about. * <code>mod/pak0.pak:maps/start.bsp</code>
    6 KB (921 words) - 19:28, 4 July 2021
  • | the DarkPlaces type, reading inside $game and $game/configs/ is prohibited, writing is res Allows the user to specify multiple mod paths to read content from, with the last in line being the one loaded for
    9 KB (1,206 words) - 07:29, 4 November 2022
  • ...ing for a mod (ex: "-hipnotic -game quoth" when making a map for the Quoth mod), place them in the line provided.
    20 KB (3,615 words) - 14:46, 9 September 2022
  • ...ude sidenotes where my instructions might not match other engines (namely: DarkPlaces), but the code examples given are intended to run in either engine. ...ny things automatically, most noticeably in regards to the screen - a CSQC mod with functions but no code results in nothing being drawn to the screen. Mo
    48 KB (7,842 words) - 17:21, 3 November 2017
  • // Cataboligne - 9.30.11 - extended mouse button support from darkplaces (... and possibly other engines) // *** any mod impulses should be checked and dealt with here
    6 KB (1,043 words) - 01:49, 27 March 2018
  • // Cataboligne - 9.30.11 - extended mouse button support from darkplaces (... and possibly other engines) // *** any mod impulses should be checked and dealt with here
    6 KB (1,039 words) - 21:08, 16 December 2020
  • ...FTEQW and some of the other commonly used engines. The engines are: FTEQW, DarkPlaces, Quakespasm, Quakespasm Spiked, VK Quake, Mark V, and EZ-Quake. | DarkPlaces Model
    68 KB (10,377 words) - 06:24, 9 December 2023