Openning of Darkplaces Wiki
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Openning of Darkplaces Wiki
http://dpwiki.slipgateconstruct.com/
The wiki is kind of bare right now, and we need help filling in everything. I would love to see this grow into a very useful tool for users interested in learning about Darkplaces and how to use it.
Sign up for an account and contribute if you can.
Special thanks goes to Chip for setting this up, and mean_person for doing the logo (VorteX for making it usable).
Thank you.
The wiki is kind of bare right now, and we need help filling in everything. I would love to see this grow into a very useful tool for users interested in learning about Darkplaces and how to use it.
Sign up for an account and contribute if you can.
Special thanks goes to Chip for setting this up, and mean_person for doing the logo (VorteX for making it usable).
Thank you.
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Error - InsideQC Staff
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Teiman wrote:It will be good if a link to it is placed in a convenient location, so more people become aware of his existence and start contributing
I'm sure it will be announced on QuakeOne, here on Inside3D, and receive a link on the main page.
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Chip - Posts: 575
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definitely, I'll start on those tonight!
with extensions, I plan on having code examples for all of them also, so if someone wouldn't mind helping, that'd be amazing!
with extensions, I plan on having code examples for all of them also, so if someone wouldn't mind helping, that'd be amazing!
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Error - InsideQC Staff
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I've started the quakec extensions page and will need some help to start filling in the more useful ones that people would want to use.
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Error - InsideQC Staff
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Meh, the extensions are straightforward and well-documented. I thought there was a different project detailing all of the engine-specific extensions elsewhere anyway? Why duplicate the effort?
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lth - Posts: 144
- Joined: Thu Nov 11, 2004 1:15 pm
lth wrote:Meh, the extensions are straightforward and well-documented. I thought there was a different project detailing all of the engine-specific extensions elsewhere anyway? Why duplicate the effort?
Keeping everything in the one place is one reason.
Besides, the extensions are not that well-dcoumented. I've tried implementing a few in my own engine and I can assure you that the quality of the documentation from that perspective is quite lacking. Maybe it's different from a pure QC perspective?
We had the power, we had the space, we had a sense of time and place
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We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Most of them are well documented from a QC perspective, despite what a lot of people say. There are a bunch of quirks which are not extensions, or CSQC, which could use better documented though. It's also lacking in basic examples for a lot of things. Nexuiz does admittedly include examples for most of DP's features, but it's a pretty huge codebase, and you really need to be pretty ace to pick out the important parts if you want to figure out something specific. Nexuiz for example has code for proper CSQC simulation of movetypes, with perfect timing even (which is where I got out of luck), but it doesn't seem straightforward to pick out the parts which do the magic.
What I'd love to see is a project which really advertises DarkPlaces as a game development engine, rather than just a wiki. The project would include lots and lots of examples, easy to use code snippets which do all the boring things for you, like animation systems, animation blending, physics crap, inventory system, shared entities, intuitive entity editing, all kinds of crap...
Although I might sound pessimistic, I'm liking the effort! It can just be really hard to figure out what's relevant to list on the wiki, or where to start...
What I'd love to see is a project which really advertises DarkPlaces as a game development engine, rather than just a wiki. The project would include lots and lots of examples, easy to use code snippets which do all the boring things for you, like animation systems, animation blending, physics crap, inventory system, shared entities, intuitive entity editing, all kinds of crap...
Although I might sound pessimistic, I'm liking the effort! It can just be really hard to figure out what's relevant to list on the wiki, or where to start...
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Urre wrote:What I'd love to see is a project which really advertises DarkPlaces as a game development engine, rather than just a wiki. The project would include lots and lots of examples, easy to use code snippets which do all the boring things for you, like animation systems, animation blending, physics crap, inventory system, shared entities, intuitive entity editing, all kinds of crap...
I've planned such a project so many times. My idea was a decent new codebase, a large set of tutorials, all the tools and a set of example maps and models etc packaged up as a game development system.
Apathy Now!
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MauveBib - Posts: 634
- Joined: Thu Nov 04, 2004 1:22 am
I was just tinkering with DP 1.50 today to get a bare bones look at the 'modding support' side of the engine vs just GFX/networking.
I think it would be a noble effort of we spent this summer making a Nexuiz toppler with DarkPlaces, documenting the steps as a stencil mod project sticky.
I think it would be a noble effort of we spent this summer making a Nexuiz toppler with DarkPlaces, documenting the steps as a stencil mod project sticky.
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Yea we should have some kind of framework where people can easily come in and learn how to make and add their own content.
I'm game for helping out making it. I'll start adding to the wiki though, starting with csqc.
I'm game for helping out making it. I'll start adding to the wiki though, starting with csqc.
- GiffE
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- Location: USA, CT
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