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GreEn`mArine wrote:you DO realize, I hope, that quakeC developers are dying out, which is just natural because there is nothing new anymore to do with quakeC, and that's for a good reason. The language sucks big time imo.
GreEn`mArine wrote:The fact that quakeC is not that good is something I am complaining about - true, but NOT because I want the language to be changed (I know this won't ever happen), but because I want to point out that this merely requires that the ones who know the traps and pitfalls, or let's say specialties of this language, DOCUMENT these, so that a programmer who still knows proper 20+ year old languages (sry for sarcasm here) like C can understand it.
Dokujisan wrote:GreEn`mArine wrote:you DO realize, I hope, that quakeC developers are dying out, which is just natural because there is nothing new anymore to do with quakeC, and that's for a good reason. The language sucks big time imo.
I understand what you're saying, but I'm not sure how that would affect our actions with regard to this topic. Are you suggesting that we should find QuakeC developers who are willing to write QuakeC documentation?
divVerent wrote:If it is just about the language itself (and its common usage patterns), I'll do it, although I won't document it from ground zero, but rather for people who already know C or JavaScript. Documenting what curly braces do is left to the others
The functions Quake exports (or DarkPlaces extends) are documented quite well, though, so I see no need to do that again. Although I wish there was a wiki with that information, so I could fix the few things that are wrong or outdated there (and document common pitfalls, e.g. vectoangles not matching makevectors).
GreEn`mArine wrote:Dokujisan wrote:GreEn`mArine wrote:you DO realize, I hope, that quakeC developers are dying out, which is just natural because there is nothing new anymore to do with quakeC, and that's for a good reason. The language sucks big time imo.
I understand what you're saying, but I'm not sure how that would affect our actions with regard to this topic. Are you suggesting that we should find QuakeC developers who are willing to write QuakeC documentation?
This is a good idea. I mean, there already is quite a bit of documentation about the language itself, it is probably even enough, and most of it covered. However, CSQC is not really covered much. And the Nexuiz server code base is a big system as well.
Let's compare the situation with programming language like PHP and a huge extensible CMS written in it, like Typo3. Just because of having a documentation of the language won't help any1 who would like to write Typo3 extensions. If there wasn't that much of documentation about this, not a single person who is not a typo3 developer for a long time or even since the start of it, would develop extensions. The same goes for Nexuiz. The language QuakeC is documented about right (see http://www.gamers.org/dEngine/quake/spe ... c-menu.htm and http://quakery.quakedev.com/qwiki/ ). But the system using it, Nexuiz, lacks it, imo.
A lot of the stuff was made with Filter Forge. I have the sources
here: http://dplogin.com/files/mediasource/textures/ - the high-res (hr4)
textures should all be GPL. Some of the low res textures may not be
(I'm trying to re-work all of the game content to be GPL). If you have
filter forge, you can re-generate the textures at any resolution with
bump maps and stuff.
- jitspoe
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