[[sort of rambling bare with me]]
Games are not the only possibility in a Quake engine. When you consider QC extensions into the mix there is a whole broad range of apps that could be made in QC. FTE engine even has SQL support. NOw of course using (ex) Darkplaces as an "OS" would be ridiculous (and probably impossible), but it isn't crazy or impossible that it could be used to run apps written in QuakeC. A good example is a calculator. All of the math functions are already present in QC so it would be more of an exercise in building the visual interface for the calculator (prob CSQC or maybe even build it out of brushes).
I'm not feeling especially creative at the moment so, a calculator is about the only example I have. I'm sure there are plenty of other apps that could be made to run in a Quake engine. Actually, Nahuel is the only person (that I know of) that already had this idea. He made a light editor for darkplaces. That's absolutely an app and I'm sure there are more great ideas like that one out there.
So all that being said, as modders go about realizing that there are no new mods to be made to quake (or certainly very few left), maybe the time has come to mod in a different direction and create tools/apps that run in the engine, but aren't necessarily directly related to Quake.
This is just my 3 cents (inflation).There is a whole world of primarily untapped possibilities if you begin to consider things a bit differently. If you consider QC to be just a language and all of these engines to be the "player" (like flash I guess), then you stop programming for Quake and start just programming. Who knows what you could come up with.
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I realized one thing, and that is the problem with: "Where do I begin?"... after all, nobody has ever showed you how to start over. All the tutorials just show you how to add to what is already there (well, except one). So how can you go about making something entirely different when you have all of this original Quake code in the way?
The answer is simple: You click this and get the most bare QC you could ever make (that will compile without errors). It has defs.qc and a client.qc with all of the mandatory functions gutted. This is as close to starting completely over as you can get (I'm pretty sure).
If some QC guru can strip it down even more (without effect) I'd love to have a copy.
Games are not the only possibility in a Quake engine. When you consider QC extensions into the mix there is a whole broad range of apps that could be made in QC. FTE engine even has SQL support. NOw of course using (ex) Darkplaces as an "OS" would be ridiculous (and probably impossible), but it isn't crazy or impossible that it could be used to run apps written in QuakeC. A good example is a calculator. All of the math functions are already present in QC so it would be more of an exercise in building the visual interface for the calculator (prob CSQC or maybe even build it out of brushes).
I'm not feeling especially creative at the moment so, a calculator is about the only example I have. I'm sure there are plenty of other apps that could be made to run in a Quake engine. Actually, Nahuel is the only person (that I know of) that already had this idea. He made a light editor for darkplaces. That's absolutely an app and I'm sure there are more great ideas like that one out there.
So all that being said, as modders go about realizing that there are no new mods to be made to quake (or certainly very few left), maybe the time has come to mod in a different direction and create tools/apps that run in the engine, but aren't necessarily directly related to Quake.
This is just my 3 cents (inflation).There is a whole world of primarily untapped possibilities if you begin to consider things a bit differently. If you consider QC to be just a language and all of these engines to be the "player" (like flash I guess), then you stop programming for Quake and start just programming. Who knows what you could come up with.
---
I realized one thing, and that is the problem with: "Where do I begin?"... after all, nobody has ever showed you how to start over. All the tutorials just show you how to add to what is already there (well, except one). So how can you go about making something entirely different when you have all of this original Quake code in the way?
The answer is simple: You click this and get the most bare QC you could ever make (that will compile without errors). It has defs.qc and a client.qc with all of the mandatory functions gutted. This is as close to starting completely over as you can get (I'm pretty sure).
If some QC guru can strip it down even more (without effect) I'd love to have a copy.
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