by Urre » Mon Oct 22, 2007 12:16 pm
Not sure if it's ironic, or what you'd like to call it, but certainly interesting, and it has been discussed in the past, how come Doom which is older and in many ways inferior (engine capabilities, modding friendlyness) has such a much more vibrant community. I personally don't find it that much of a "problem", cause I don't really do the community thing, I just use Quake as a base to make games. Admittedly, I hang a lot on the irc channels, this and another forum, but I guess that's mostly just old habit.
I've always agreed though, that Quake modding as a community is quite stale. Quake mapping is and always has been more alive, and the two for certain reasons rarely mix. I'd love to see information gathered to some central site, or atleast a good link database on an already live site, which has many users. Some have done attempts at starting new sites and communities, with hosting and everything, but those haven't really kicked off, more or less because the community already has its stale ways, they know where to get the info they want, and don't need a centralized source of info.
With that said, there are plenty of sources for info, but they're hard to find. QuakeTerminus is one place with lots of links to tools, hosting dead-but-useful tools, and links to sites containing info. You already mentioned the awesome yet very incomplete Quakesrc wiki. I3D is and always will be the place to post your questions, and there's a good deal of tutorials which aren't entirely copy-paste based. However, I learned most of my stuff from community members, as well as one site in particular, AI Cafe. Even though you might not be interested in AI, Coffee does some magic with his tutorials. Explains a lot about how QC works, and so forth.
What you want to do, if you want to make Quake mods, is follow links all over the place, and post questions, and hang on irc. It's tough, but possible.
When it comes to CSQC and MenuQC, it's no wonder you haven't found any info, considering there really is none, and only a select number of people know how it works. MenuQC I haven't bothered to dive into too deep, since I really didn't know where to start, and I most certainly don't recommend basing your code off Blacks Nexuiz menu, cause that thing is so bloated you have no idea. CSQC isn't that hard if you're only doing what Chris and Dresk are doing, which is more or less HUD drawing. Chris' mouse support in his new game isn't even CSQC, it's a prydoncursor builtin for DarkPlaces, which has world collisions disabled if it hits within inventory bounds (funky stuff, but it works). I've successfully made HUD's with CSQC, and it isn't that hard, as long as you have something to get ideas from or base it on. But once you want to do cooler stuff (what CSQC was initially meant for), like clientside entities, movement prediction, effects and whatnot, that's when it becomes severely tricky. In fact so tricky I more or less attacked everyone involved on irc, because I found the design completely retarded and over-complicated.
One can only hope that someone who has success on these areas will care enough to post info, tutorials, or release code for everyone to see.
Considering how good Quake is as a beginners engine, it's sad how hard it is to get beyond "omg I made the shotgun into a machinegun!".
I was once a Quake modder