Posts Tagged ‘QuakeC’

Quake Level : “White Room”

Monday, November 10th, 2008

“A biohazard outbreak at this facility has left the former occupants in a bad way. Enforcers have been sent in to clean up the mess but don’t get in their way. They aren’t on your side and will attempt to clean you up as well.”

This level was an extension of an idea that I had about creating a Quake level in an abstract way. Keep the usual shapes but take away the textures. I like how it turned out and it was great fun to experiment with using color in a much stronger way than is normally done in a Quake level.

This level is being released as a mod because I wrote a bunch of QuakeC to support it. To play it:

1) Create a directory in your Quake directory called “whiteroom”
2) Copy the “progs.dat” and “maps” directory inside the ZIP into that new directory.
3) Start Quake with the command line: “-game whiteroom +map whiteroom”

That should do it! Here are the downloads:

Player Pack
(contains the level and the associated progs.dat)

Developer Pack
(contains the source materials - the map source, the QuakeC source code and the WAD)

Enjoy!

Silence

Monday, February 18th, 2008

Sorry for the quiet lately, but I’ve been working on something in QuakeC! It seems cool so far but I’m not going to talk about until it’s done and ready. It’ll be probably another week of work as I need to get some maps together before I can release. The code also needs a little more massaging before it’ll be ready.

So that’s where I’m at!

Movers and Triggerable Monsters

Thursday, January 24th, 2008

It’s official - QuakeC is fun!

I created my own class called a “func_mover”. This will move along a chain of “path_corner” entities when you trigger it. If a “path_corner” has a wait time of -1, the mover will wait there until triggered again. At that point, it will continue on to the next “path_corner” and so on. This will be critical for a level idea that I’m working on.

I then stole an idea from the Quoth mod and made all monsters have a new spawn flag called “Spawn via Trigger”. If that is checked, the monster will add itself into the total monster count but will not actually spawn into the world until you trigger it. This is HELLA useful because now, instead of putting the monsters you want to warp into the level off in those annoying little spawn closets outside the level you can just place them as normal and spawn them in when you’re ready. SO NICE.

I’m probably not going to do a ton more coding because the requirements for the level I’m doing are pretty small but I’ll likely roll these changes forward into the next level and the next one and keep adding snow to it over time until it’s an avalanche of awesome.

QuakeC

Wednesday, January 23rd, 2008

Oh now this is interesting! I never played with QuakeC back in the day but now that I’ve dabbled in it, I think I’m hooked. I now have a bunch of level ideas that I could do considering that I can write my own behaviors for things and create entirely new kinds of entities.

If you’re on Mac and want to play with QuakeC download the eQuake Utils from here:

http://developer.chaoticbox.com/quake.php?tab=mactools

The FrikQCC compiler inside of there works great and you’ll be up and running in no time!

Time to play…