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Topic: QuakeC


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In the News (Wed 16 Dec 09)

  
  QuakeC - Wikipedia, the free encyclopedia
QuakeC is a scripting language developed in 1996 by John Carmack of id Software to program parts of the computer game Quake.
The syntax of QuakeC is based on that of the C programming language, explaining its name, although it is much more limited.
QuakeC also suffers from the fact that many builtin functions (functions prototyped in the QuakeC code but actually defined within the game engine written in C) that return strings return a temporary string in a string buffer, which only holds one string.
en.wikipedia.org /wiki/QuakeC   (650 words)

  
 quakec   (Site not responding. Last check: 2007-10-13)
While they don't all use QuakeC, QuakeC was the first to truly popularize it.
QuakeC also does not support many "advanced" abilities of the other C family languages.
These minor limitations aside the QuakeC scripting language was one of the most powerful of its type for the time and defined a sub-style of game design that is still employed today.
www.yourencyclopedia.net /QuakeC.html   (318 words)

  
 QuakeC - Open Encyclopedia   (Site not responding. Last check: 2007-10-13)
QuakeC also suffers from the fact that many builtin functions (functions prototyped in the QuakeC code but actually defined within the game engine written in C) that return strings return a temporary string in a string buffer, which only held one string.
Other rather prominent examples of these quirks include the fact that QuakeC did not contain any string handling functions or file handling functions, which were simply not needed by the original game, although other people certainly could have used them.
However, as is their custom to do with nearly everything they make, id Software released the source of qcc, their QuakeC compiler, along with the original QuakeC code in 1996.
open-encyclopedia.com /QuakeC   (467 words)

  
 QuakeC   (Site not responding. Last check: 2007-10-13)
QuakeC is a programming language, similiar to C, which controls many of Quake's primary functions such as ai, spawn functions, weapons, etc. It does however have limitations, but is unlike any other 3D Shooter before in that it will allow more advanced add-ons.
QuakeC is by far one of the most difficult fields of Quake editing and it may take many tries until you get your desired effects.
QuakeC patches are applied by placing the progs.dat file in the mods directory, see my helpful Setup Batch File to set up the proper directories for running modifications and my Pak File Page.
www.cc.gatech.edu /classes/AY2002/cs4455_fall/planetquake/quakec.html   (1249 words)

  
 [No title]
It is this abundance of game source code that has made Quake the hotbed of development that it is, and the main reason I have chosen to modify this game, as opposed to either of it' s sequels, Quake II and III.
QuakeC itself is a language based on the more commonly known C programming language.
However, QuakeC is a mere subset of the larger C language, and is missing key features such as dynamic memory allocation and file input/output.
zoo.cs.yale.edu /classes/cs490/00-01b/bresson.david.djb52/bluebotReport   (3579 words)

  
 QuakeC - AGRIP Wiki
QuakeC is the high-level GameCode langauge that the Quake's GameEngine uses.
The game developers and modders in the community write their GameCode in QuakeC.
A library of utility functions are provided to QuakeC coders that perform tests, get information about the world or entities in it and perform actions.
www.agrip.org.uk /QuakeC   (253 words)

  
 Quake Info Pool - Classic Quake - QuakeC Infos & Hints
The central for all QuakeC files, which normally end with ".qc", is "progs.src".
He is a totally mad genius in QuakeC and his source looks as insane as Frog's one.
If you want an eprint function as a developer message use the following, but be careful as eprint functions are the only way for the user to tell you which entities caused a problem.
www.inside3d.com /qip/q1/quakec.htm   (1457 words)

  
 [No title]   (Site not responding. Last check: 2007-10-13)
QuakeCustom is a combination of a modified QuakeC source code base and a script in the Python language.
I will also be seeking the permission of the authors of my favorite quakec work to release QuakeCustom versions of their changes.
Quakec Directives QuakeCustom uses specially formatted comments, called Directives, to create its list of objects, impulses, precaches, excluded and required files.
ftp.sunet.se /idgames2/utils/quakec/qcustom.txt   (2415 words)

  
 QuakeC programming language
QuakeC is a scripting language designed to be used to program the computer game Quake.
Using QuakeC, a programmer is able to customize Quake to great extents by adding weapons, abilities (such as flying) and programming complex scenarios.
The text of this article is licensed under the GFDL.
www.ebroadcast.com.au /lookup/encyclopedia/qu/QuakeC_programming_language.html   (69 words)

  
 QuakeC -- Facts, Info, and Encyclopedia article   (Site not responding. Last check: 2007-10-13)
Its syntax is quite similar to the (Click link for more info and facts about C programming language) C programming language, explaining its name, although it is much more limited.
However, as is their custom to do with nearly everything they make, (Click link for more info and facts about id Software) id Software released the source of qcc, their QuakeC compiler, along with the original QuakeC code in 1996.
Then, in 1999 when (Click link for more info and facts about id Software) id Software released the code from Quake's engine under the (Click link for more info and facts about GPL) GPL, further features were added in the form of new builtin functions.
www.absoluteastronomy.com /encyclopedia/q/qu/quakec1.htm   (482 words)

  
 Quake computer game - Wikipedia
The network play uses a client/server model, where the actual game runs on the server only and all players "log in" there to participate.
The game itself can be heavily modified with a interpreted computer language called QuakeC.
The source code of Quake was licensed under the GPL in 1999.
nostalgia.wikipedia.org /wiki/Quake_computer_game   (168 words)

  
 Quake Standards Group - Tutorial   (Site not responding. Last check: 2007-10-13)
There will also be a cvar "pr_zone_min_strings" to define the size in KB of this zone, which can be set through the QuakeC code in worldspawn().
The memory for the zone is allocated in a separate function which must be placed before FrikaC's string and file access functions...
QuakeC coders can now easily define how much mem they need for strings.
www.quakesrc.org /tutorials/old/141   (397 words)

  
 Kombat Teams Documentation
QuakeC Manual 1.0 Copyright(C) 1996 by Ferrara Francesco (frank@aerre.it) ________________________________________________________________________________ Table of contents 1.
QuakeC Language 2.1 Comments 2.2 Names 2.3 New types 2.4 Definition of variables 2.5 Definitions of constants 2.6 Definitions of functions 2.7 Function declaration 2.8 Definition of a frame function 2.9 Conditional construct 2.10 Loop construct 2.11 Function calls 2.12 Logical operations 2.13 Comparisons 2.14 Operations on floats or integer 2.15 Bitwise operations 3.
QuakeC is a language similar to C. QuakeC can be compiled with qcc (Quake C compiler) to produce progs.dat a file that quake can load at startup.
quake.bwl.ru /doc/qc.htm   (1559 words)

  
 Inside3D
The semantics of the language itself resemble a stripped down version of C. Some Examples of Quake C modifications are new weapons, monsters, player skins, the possibilities are endless.
QuakeC is everyone Quake Players dream come true...
Here I recommend the QuakeC 106, which has all the.qc files.
www.inside3d.com /qctut/started.shtml   (511 words)

  
 QuakeC   (Site not responding. Last check: 2007-10-13)
QuakeC es una lengua scripting desarrollada en 1996 por Juan Carmack del software de la identificación a las piezas de programa del temblor del juego de computadora.
Usando QuakeC, un programador puede modificar temblor para requisitos particulares a los grandes grados agregando las armas, capacidades (tales como vuelo) y programando panoramas complejos.
QuakeC también sufre del hecho que muchas funciones del builtin (las funciones prototyped en el código de QuakeC pero definido realmente dentro del motor del juego escrito en C) que las secuencias de vuelta vuelven una secuencia temporal en un almacenador intermediario de la secuencia, que sujetó solamente una secuencia.
www.yotor.net /wiki/es/qu/QuakeC.htm   (561 words)

  
 quakec
QuakeC is a scripting language made by id Software to be used to program the computer game Quake.
QuakeC was developed in 1996 by John Carmack.
The scripting is allows means the life of the game can be extended even after the game had been mastered.
www.fact-library.com /quakec.html   (286 words)

  
 /idgames/quakec/weapons/dethwep2.txt - Absolute Gamer's Files Archive
Sound : yes MDL : yes Format of QuakeC ---------------- unified diff : no context diff : no.qc files : no progs.dat : yes Description of the Modification ------------------------------- This is a quick little remake of the rocket launcher with a new model (which I really like) and a new sound.
It is now a rapid fire particle beam weapon, which uses 2.5 cells per attack, therefore runs out of ammo very quickly.
Not really a DM weapon due to massive firepower, but maybe if you put only one in a level in a well concealed place it would be fair.
www.fileaholic.com /idgames/quakec/weapons/dethwep2.txt   (455 words)

  
 Decompilation
Seriously though, the main reason that Java and QuakeC have been decompiled is because it is easy to backtrack from the compilation to the original code.
In general these languages are not compiled directly into machine code, they are converted into a direct representation of the program as a series of numbers which is interpreted by a virtual machine.
As far as Java and QuakeC are concerned there is 'practically' (although this is probably much oversimplifying the process) a one-one correspondence between the original program and the pseudo-code which is produced by the compiler.
homepage.ntlworld.com /cronos/decomp1.html   (628 words)

  
 QuakeC Studio - What's New?   (Site not responding. Last check: 2007-10-13)
I have put QuakeC Studio on hold until Finals are over (that should be around June 4 and 5).
I have released the first screenshot of QuakeC Studio in action to the Screenshots page.
Well, even though QuakeC may not be included in Quake 2, I've decided to continue work on QuakeC Studio for all those people who still have and use the QuakeC features in the first Quake.
www.planetquake.com /qca/qcstudio/new   (706 words)

  
 QuakeC Encyclopedia Article, Definition, History, Biography   (Site not responding. Last check: 2007-10-13)
Looking For quakec - Find quakec and more at Lycos Search.
Look for quakec - Find quakec at one of the best sites the Internet has to offer!
Search for quakec - Find results for quakec and anything else you are looking for instantly!
www.karr.net /search/encyclopedia/QuakeC   (818 words)

  
 QuakeC | TutorGig.co.uk Encyclopedia   (Site not responding. Last check: 2007-10-13)
QuakeC is a scripting programming language scripting language developed in 1996 by John Carmack of id Software to program parts of the computer game Quake.
QuakeC, modeled after C they have custom features which distinguish them.
Lingo QuakeC UnrealScript ZZT oop Emacs Lisp AutoLISP Text processing languages The processing of text
www.tutorgig.co.uk /encyclopedia/sencyclo.jsp?keywords=QuakeC   (244 words)

  
 [The Core] - 'Your Quake-C Source'
Another method of commenting things in Quake is to put /* at the begining of the comment and */ at the end.) Also, throughout the tutorial I use NB to tell you intersting tit-bits of information.
Compilation of QuakeC ===================== QuakeC can only be compiled by QCC(Quake C Compiler).
The semicolon in QuakeC indicates the end of a line (it is possible to write it all on one line).
ourworld.compuserve.com /homepages/M_Cope/tutor1.htm   (1593 words)

  
 [No title]   (Site not responding. Last check: 2007-10-13)
QuakeC is a treasure for me! I know a lot of "savegame secrets".
Soon as I finish my QuakeC projects I'm gonna make some cheats for games whose secrets I know.
If anyone wants to help me or knows secrets but can't make programs just contact me. I also have realy powerfull multimedia tools (like 3D STUDIO V4 and Autodesk ANIMATOR STUDIO) wich I use to create graphics and animation for web pages or just for fun.
ftp.sunet.se /idgames2/quakec/weapons/h-p_axe.txt   (496 words)

  
 [No title]   (Site not responding. Last check: 2007-10-13)
It is capture the flag style map, with the following objectives: The blue team must capture the red flag from the basement of the enemy base, and take it to the battlement of the blue base.
Permission is granted to distribute 2fort5.bsp in a public forum as long as this text file (2fort5.txt) is always distributed with it.
This map is considered part of the TeamFortress quakeC patch and comes under any legal agreements regarding TeamFortress.
easyweb.easynet.co.uk /alexis/ava2/strategy/2fort5/2fort5.txt   (534 words)

  
 CS 4455: Assignment 2 -- Hack Quake 1
The easiest way to do this is to use quakec, and modify the config files.
A file describing quakec is linked-to from the swiki.
Most of your work will be using QuakeC and modifying the contents of the Pak0.pak file.
www.cc.gatech.edu /classes/AY2002/cs4455_spring/Asst2HackQuake1.htm   (518 words)

  
 [No title]
It is not jammed packed with information like this new version but it contains most of the steps involved in the lesson.
The parts in the lesson are as follows: 1) rip011a.txt (this text, making a compilable reaperbot source code) 2) rip011b.txt (compiling the reaperbot with v1.06 of QuakeC) -- this lesson is currently NOT complete and it is not part of v0.10 of RIP.
In QuakeC terminology, declaring a variable is called "defining" a variable.
www.mindspring.com /~win32ch/rip011a.txt   (4433 words)

  
 Gamedesign.net :: View topic - QuakeC Coder Needed for Unique Theatre Project   (Site not responding. Last check: 2007-10-13)
I am a theatre student a little bit of help on an experimental theatre project using the quakeworld engine, as well as some of the shareware quake assets.
In any case, I am seeking a coder willing to work with doing the QuakeC modifcations necessary to create some sort of seperation between actor and audience, as well as give the stage manager and tech operators enough control over in-game physics to do their job with some semblannce of comparison to the real world.
There might also be the occasional odd request from the theatre-people populated side of the project.
forums.gamedesign.net /viewtopic.php?p=209698   (235 words)

  
 PlanetTribes - A Member of the GameSpy Network
You've probably heard about scripting, and some of you probably don't know what the heck it is. Let me do a quick little history and comparison.
This means, that the program is not compiled, it is interpreted by the program that uses the script, this makes it much easier to edit.
Quake3 is supposed to use an interpreted language, similar to QuakeC when it is released.
www.planettribes.com /tribes/scripting   (219 words)

  
 Justin Thyme - QCide
So I took SciTE, and tweaked it to be tailored specifically to QuakeC (although the included lexers also support C, C++, Java and a couple others).
In cleaning up the original id Software QC code, many thanks to noctrun for his tutorial on fixing compile warnings, and to Quake Info Pool for their list of bug fixes.
Although I may from time to time update the Clean QuakeC code packages, there will always only be one version posted, as there really is no point in having an older version.
tremor.quakedev.com /qcide.html   (468 words)

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