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Openning of Darkplaces Wiki

Posted: Mon Mar 22, 2010 7:04 am
by Error
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.

Posted: Mon Mar 22, 2010 7:19 pm
by Teiman
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 :-)

Posted: Mon Mar 22, 2010 10:10 pm
by Chip
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.

Posted: Mon Mar 22, 2010 11:25 pm
by ceriux
will qc extensions be wikied and documented on?

Posted: Mon Mar 22, 2010 11:46 pm
by Error
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!

Posted: Tue Mar 23, 2010 12:20 am
by leileilol
I'd probably handle the graphical examples, with illustrations. I'd avoid using Quake media myself to demonstrate.

Posted: Tue Mar 23, 2010 1:17 am
by ceriux
i wish i was home so i could contribute =(

Posted: Tue Mar 23, 2010 7:41 am
by Error
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.

Posted: Thu Mar 25, 2010 11:52 am
by lth
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?

Posted: Thu Mar 25, 2010 2:48 pm
by mh
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?

Posted: Thu Mar 25, 2010 5:12 pm
by Urre
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...

Posted: Sat Apr 03, 2010 2:07 am
by MauveBib
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.

Posted: Mon Apr 05, 2010 6:05 pm
by Urre
MauveBib wrote:I've planned such a project so many times.
Me too...

Posted: Tue Apr 06, 2010 5:21 am
by r00k
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. :D

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. :D

Posted: Tue Apr 06, 2010 4:05 pm
by GiffE
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.