MirceaKitsune wrote:divVerent wrote:Some QC editor is in fteqcc itself, included with Nexuiz (in the sources directory).
From what I noticed fteqcc.exe only attempts to find the project file and compile it and the /qc files when opened. I don't think there's any way to make it popup an editor or anything, since it's supposed to be just a compiler tool at least as far as I know.
Div prolly meant that you can edit files with fteqcc (similarly to notepad).
Here goes short explanation, what dp & nexuiz is:
Long time ago (in 1996) ID Software released a first person shooter, called Quake 1. At first, it was for DOS only, later they released engine versions for windows (called winquake), opengl for other platforms (glquake) and quakeworld (rather separate release, which I'll mention later).
The quake was meant to be easy to mod and so ID created scripting language called quakec, which at that time was compiled with ID's free qcc compiler and produced progs.dat file, which was parsed by proprietary quake1 engine. So thousands of quake mods were born, which were based solely on closed quake1 engine provided functions and variables. Some of them were very small like improved weapons, monsters, some had different gameplay (like threewave's CTF mod), some were bots (reaper bot made his creator a place at epic, omicron gave j.w. van waveren place at ID (he was responsible for the famous q3 bots), frikbot(x) is very intelligent bot by frikac, frogbot was meant as a combat machine).
At that time 3d rendering hardware was not so popular like today, so no opengl and winquake (directx (can be used but not necessary)) versions were released at first. Later those versions appeared and quake1 became the ultimate choice for gamers (no of the games had such impressive graphics, physics at that time).
Then the quakeworld came. Quakeworld (qw) had a more efficient netcode, a bit different physics and an antilag feature. QW was also opengl app. Antilag split the quake community into two sides (those who preffered the original quake (called netquake or NQ for short) or QW). This can be thought similarly to modern OSP - CPMA war in q3 community. Nowadays most people play QW though.
Ok, back to topic:
In 1999, Quake1 engine was released under GPL. Forest 'Lordhavoc' Hale took opengl version (which is NQ one), improved it's netcode, renderer, quakec virtual machine and more. This new engine was called darkplaces. Before darkplaces he released twilight engine, which was focused on speed but nowadays irrelevant.
Later QSG (quake standards group) was formed by several most active engine developers, modders: lordhavoc, frikac, tomaz, spike and probably others. It's homebase was now dead quakescr, which wiki is mirrored at quakedev now. They defined some common extensions, which each engine should implement, that all mods could use independently on the client engine. You can see the list of them in quakedev. One of the most important is csqc (client side quake c coined by spike and lordhavoc (fix me if I'm wrong). So darkplaces could support much more features (most of them graphics related) at client side. Later menuc was added by Black. So today you can see three parts, which are run inside particular virtual machine inside darkplaces (progs.dat - server, cprogs.dat - client, menu.dat - menu).
Continuing... In 2001 or so lordhavoc and vermeulen created a quake modification, which is called nexuiz now. Lots of people in quakec scene were involved, helped (you can check the credits).
I don't know why only the div left. I still hope some of the former devs will come back. I hope this story will fill some hole and help some programmers, who know how to code, but does not understand a %^7 about the relationship of different parts of nexuiz. Yeah, it takes time to dig through various sources to start to understand what the hell this csqc div mentioned is.
If smbd wishes, he can fix the factual, spelling and other errors and add to ouns for uninvolved people reference about nexuiz history.
BTW, quakec tutorials at inside3d won't work for you. Code was rewritten (mostly ?) from scratch and uses things, which are not mentioned there. That's why it's hard to find programmers. The best way is to read quakec ref at ouns and look at the code. You can always get some sort quakec reference file from net, but do not assume that the things which are written here are 100% true, cause they were written when people didn't have access to quake engine source code and new one was lost in quakesrc crash.