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Go Back Home > Forums > Quake Talk > Quake Central > How easy is it to make a stand alone game using Darkplaces? Search Forums

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Unread 11-16-2016, 04:40 PM   #1 (permalink)
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How easy is it to make a stand alone game using Darkplaces?

I have been thinking about it for a while, and I may want to use it in the future. I have these questions:

Would I have to change the source code?

How would I keep Quake clients from connecting?
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Unread 11-16-2016, 04:52 PM   #2 (permalink)
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Clean QC 1.01 by gnounc and goldenboy is GPL and full legal via id Software (I am not a lawyer).

[If you use that, your mod has to be open source, I'm sure as a Linux user your fine with that].

http://quakeone.com/forums/quake-hel...qc-gnounc.html
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Unread 11-16-2016, 07:09 PM   #3 (permalink)
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Originally Posted by Baker View Post
Clean QC 1.01 by gnounc and goldenboy is GPL and full legal via id Software (I am not a lawyer).

[If you use that, your mod has to be open source, I'm sure as a Linux user your fine with that].

http://quakeone.com/forums/quake-hel...qc-gnounc.html
I'm not referring to that.

You make too many assumptions baker.

Anyway, I am referring to using the darkplaces source code, not quakec 1.01. I am talking about using darkplaces as a game engine, not a quake engine.
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Unread 11-16-2016, 07:40 PM   #4 (permalink)
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Originally Posted by SpecialBomb View Post
I have been thinking about it for a while, and I may want to use it in the future. I have these questions:

Would I have to change the source code?
well if you are speaking about darkplaces... the answer for the question is YES. Because even if you do not need a new feature, Darkplaces depends of id1 folder, you can not place the content of your game in Id1 folder because id1 is used by quake (the client will have troubles if he already play quake with darkplaces, because windows for example will save the cfgs inthe same place).
With a dark place I didnt change the darkplaces source because i am using a launcher similar to basic unity-indie-games. But i need to change some things like the excessive splash with the collisions of te_particlerain.
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Unread 11-17-2016, 01:49 AM   #5 (permalink)
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Quake based DarkPlaces is, in my opinion, an awesome place to start game development.
If you have a design document and you want to try out some ideas, then it is a great engine to build proof of concept type projects.
There are some limitations to what it can do and how you go about it, but because of its age it also has a ton of documentation and a lot of people around who you can talk to and bounce ideas off of.

I produced the three projects listed in my sig using Quake and DarkPlaces, with coding from the wonderfully talented nahuel (for Hazard) and coding from the equally amazing PrimalLove (for Diver).

Pls feel free to download and mess around with them, the source is included.

I was supposed to move onto Unity with my next prototypes but I just can't let go.
So there are two more DP/Q projects in the pipeline before I will probably move on.

To be honest tho', if you aren't really in love with Quake (obviously you like it or you wouldn't be on here) and haven't made maps or done a bit of modding before, then you might want to start on a more modern engine, like Unity or UE4.
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Unread 11-17-2016, 08:40 AM   #6 (permalink)
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Originally Posted by Adam View Post
and coding from the equally amazing PrimalLove (for Diver).
PL is better coder by fast... !!! i am not good coder, i just write ugly hacky things and after i compile!
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Unread 11-17-2016, 09:33 AM   #7 (permalink)
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I could tell you how to up your program game instantly. It's simple. Write descriptive comments. When you start struggling to explain what something does in super simple terms it means you aren't doing it right. Also, go back and read your comments like a book. You will find many spots where whatever you are doing seems silly. Fix all that stuff and cement it in your brain that your fix is how you should always do it.

I do it all the time.

Just yesterday while I was creating workers (multi-threading) I found myself writing all kinds of stupid comments to describe what things are doing. Unfortunately, there was nothing I could do about it cause flash was forcing me to do ridiculous things due to it's own design for this feature.
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Unread 11-20-2016, 02:47 PM   #8 (permalink)
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/* First Response - Paragraph start */
/* This is the response to the original */
/* poster's title of their thread and isn't intended */
/* to be directed at any other responder on this thread. */
/* IF someone does respond to my post I will */
/* action_respond() to their post on my next visit to this */
/* thread. */

Programming in general is one of the easiest things to do as long as you
"comment everything as if a big angry drunken guy is going to have to debug it" - R00k
when everything starts breaking right out of the gate.

/* First Response - Paragraph stop */
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Unread 11-20-2016, 11:37 PM   #9 (permalink)
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You can perfectly well make a standalone game using Darkplaces or FTEQW only using the build in scripting language QuakeC. No need to edit and compile the engine source code.

If you start a new game I recommend looking at FTEQW though (you can follow some progress I made here: http://quakeone.com/forums/quake-hel...x-modding.html ).

Most of the documentation for Darkplaces or Quake in general works with FTEQW, but there are some differences (that the main developer Spike is happy to explain if you pester him on IRC ).

Yes overall Darkplaces is the better documented and mature engine, but FTEQW has some really great additional features and is still under active development. It also has a well working Vulkan renderer and an Android port developed by the original author (the one for Darkplaces somewhat works but is more or less abandoned). Last but not least, it comes with a working client side menu framework, that makes things somewhat easier to start using CSQC.
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Unread 11-20-2016, 11:48 PM   #10 (permalink)
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Originally Posted by Adam View Post
To be honest tho', if you aren't really in love with Quake (obviously you like it or you wouldn't be on here) and haven't made maps or done a bit of modding before, then you might want to start on a more modern engine, like Unity or UE4.
I kind of disagree with this one. For one there is the open-source argument (no UE4 is only shared source :p ), but quake is also just a really good engine to do multiplayer FPS or similar games with. To get to the same level Quake lets you start out with for these genres, other engines need a lot of extra work or external frameworks.

In addition there is plenty of (old, but thus easier to understand) sample code floating around for Quake and the asset tool-set (while also horribly ageing) is proven to work well.
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