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A newbie looking for advice

Postby teho » Mon Oct 20, 2008 8:40 pm

I'm interestid in learning how to make mods for Quake(I or II). I'd like an answer on a few questions/thoughts before i jump in.

- I've got some knowledge in C#. I know the general programming concepts and what to expect. Would in this case the internet tutorials and references be enough for me to learn QuakeC?

- I have no skills in texturing/modelling. Is it correct of me to expect an easier time to make fitting models into a less detailed environment of Quake1/2 than to UT3/HL2 for example.

I guess I'm torn between starting with UT2004 or Q1/2. From what I've gathered theres more information on Unrealscript than there is on QuakeC (this isn't a problem if the QuakeC tuts/references are adequate for self-teaching). If I understood correct however, the engine source for Q1 and 2 has been released - this would provide deeper understanding of how the game functions and tweaking of it in the future if I really get embraced in this :D . [Correct me if im wrong on what i said about the engine code :P]

Thanks!
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Postby ceriux » Mon Oct 20, 2008 8:49 pm

i know nothing, of quakec or C at all, and im learning from doing and help on these forums. so it shouldnt be that hard.... there's enough help in these forums for you to learn just about anything twards modding quake ! :D the community has been fairly nice compared to other communities that iv been around as well. it would be nice to see another new quake modder :D
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Postby CocoT » Mon Oct 20, 2008 8:50 pm

My two cents:

If you're confident in C#, I think you'll find it very easy to code in QuakeC. It's a very easy code to get into. It might look at times "limited", but the simplicity is in fact what makes it so nice, and there has been lots of mods out there experimenting with lots of different "genres", proving if needed that you can do a LOT in QC :)

Texturing and modelling should be easier if you want it to be. Newer engines, like Darkplaces, allow you to use things like high-def textures or Q3 models, but you can also stick to less time-consuming forms of media if you desire so.

And yes, the release of the engine code means you can tweak a lot of things. It also means you can freely release your game without people having to actually own Quake, as long as you respect GPL (in other words, as long as you replace all the original content (maps, sounds, models... etc by your own), like, for example, Nexuiz.
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Postby Urre » Tue Oct 21, 2008 6:34 am

Most people here have learned QuakeC from a combination of the tutorials accessible from the frontpage, and/or AI Cafe, with very little prior coding knowledge or experience. Seeing as you have a background in programming, you should have a very easy time getting into QuakeC. Back when the QuakeC source was released, there were people making amazing things, without a single tutorial available, only by a previous understanding of programming. Then again, QuakeC is a great place to start as well, since you get to see results fast, instead of getting discouraged by complicated lessons only producing text on the screen or something similar.

Begin messing around with the tutorials, ask questions here and in irc.anynet.org #qc and #darkplaces, show some devotion and people will help you.
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Postby frag.machine » Wed Oct 22, 2008 1:58 am

I can remember a QuakeC manual in .pdf format floating around many time ago, if you google for it you may be lucky...
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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