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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Posted: Mon Mar 22, 2010 7:04 am Post subject: Openning of Darkplaces Wiki |
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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. _________________ Inside3D : Knowledge Is Power
Darkplaces Documentation Wiki |
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Mon Mar 22, 2010 7:19 pm Post subject: |
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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  |
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Mon Mar 22, 2010 10:10 pm Post subject: |
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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. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Mon Mar 22, 2010 11:25 pm Post subject: |
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will qc extensions be wikied and documented on? _________________ QuakeDB - Quake ModDB Group |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Posted: Mon Mar 22, 2010 11:46 pm Post subject: |
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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! _________________ Inside3D : Knowledge Is Power
Darkplaces Documentation Wiki |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Tue Mar 23, 2010 12:20 am Post subject: |
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I'd probably handle the graphical examples, with illustrations. I'd avoid using Quake media myself to demonstrate. _________________
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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lth

Joined: 11 Nov 2004 Posts: 129
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Posted: Thu Mar 25, 2010 11:52 am Post subject: |
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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? _________________ randomviolence - tactical combat boardgame |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Thu Mar 25, 2010 2:48 pm Post subject: |
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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? _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Thu Mar 25, 2010 5:12 pm Post subject: |
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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... _________________ Look out for Twigboy |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Sat Apr 03, 2010 2:07 am Post subject: |
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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! |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Mon Apr 05, 2010 6:05 pm Post subject: |
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MauveBib wrote: | I've planned such a project so many times. |
Me too... _________________ Look out for Twigboy |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Tue Apr 06, 2010 5:21 am Post subject: |
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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.
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.  |
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GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
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Posted: Tue Apr 06, 2010 4:05 pm Post subject: |
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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. _________________ http://www.giffe-bin.net/ |
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