FAQ  •  Register  •  Login

Openning of Darkplaces Wiki

Moderator: Inside3D Admins

<<

Error

User avatar

Inside3D Staff

Posts: 794

Joined: Fri Nov 05, 2004 5:15 am

Location: VA, USA

Post Mon Mar 22, 2010 7:04 am

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.
<<

Teiman

Posts: 309

Joined: Sun Jun 03, 2007 9:39 am

Post Mon Mar 22, 2010 7:19 pm

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 :-)
<<

Chip

User avatar

Posts: 574

Joined: Wed Jan 21, 2009 9:12 am

Location: Dublin, Ireland

Post Mon Mar 22, 2010 10:10 pm

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.
Quake 1 Mods | CG Hubs

Fear not the dark, but what the dark hides.
<<

ceriux

User avatar

Posts: 2068

Joined: Sat Sep 06, 2008 3:30 pm

Location: Florida, USA

Post Mon Mar 22, 2010 11:25 pm

will qc extensions be wikied and documented on?
<<

Error

User avatar

Inside3D Staff

Posts: 794

Joined: Fri Nov 05, 2004 5:15 am

Location: VA, USA

Post Mon Mar 22, 2010 11:46 pm

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!
<<

leileilol

Posts: 2783

Joined: Fri Oct 15, 2004 3:23 am

Post Tue Mar 23, 2010 12:20 am

I'd probably handle the graphical examples, with illustrations. I'd avoid using Quake media myself to demonstrate.
i should not be here
<<

ceriux

User avatar

Posts: 2068

Joined: Sat Sep 06, 2008 3:30 pm

Location: Florida, USA

Post Tue Mar 23, 2010 1:17 am

i wish i was home so i could contribute =(
<<

Error

User avatar

Inside3D Staff

Posts: 794

Joined: Fri Nov 05, 2004 5:15 am

Location: VA, USA

Post Tue Mar 23, 2010 7:41 am

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.
<<

lth

User avatar

Posts: 144

Joined: Thu Nov 11, 2004 1:15 pm

Post Thu Mar 25, 2010 11:52 am

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?
<<

mh

User avatar

Posts: 2192

Joined: Sat Jan 12, 2008 1:38 am

Post Thu Mar 25, 2010 2:48 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 forgive as we forget, as the day is long, rain from heaven
<<

Urre

User avatar

Posts: 1101

Joined: Fri Nov 05, 2004 2:36 am

Location: Moon

Post Thu Mar 25, 2010 5:12 pm

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...
Strap yourself up!

Look out for Twigboy.
<<

MauveBib

User avatar

Posts: 634

Joined: Thu Nov 04, 2004 1:22 am

Post Sat Apr 03, 2010 2:07 am

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!
<<

Urre

User avatar

Posts: 1101

Joined: Fri Nov 05, 2004 2:36 am

Location: Moon

Post Mon Apr 05, 2010 6:05 pm

MauveBib wrote:I've planned such a project so many times.


Me too...
Strap yourself up!

Look out for Twigboy.
<<

r00k

Posts: 1048

Joined: Sat Nov 13, 2004 10:39 pm

Post Tue Apr 06, 2010 5:21 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. :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
<<

GiffE

Posts: 170

Joined: Sun Oct 08, 2006 3:39 pm

Location: USA, CT

Post Tue Apr 06, 2010 4:05 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.
Next

Return to General Discussion

Who is online

Users browsing this forum: toneddu2000, Yahoo [Bot] and 0 guests

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.
Icons provided by Aha Soft