Speaking of QuakeC I came across this tutorial playlist by MexiCouger a while back. The series uses FritzQuake opposed to a modern source port like FTE or Iron wail. It was made back in 2011 so the resolution on the video is not great.
I just want to chime in on Sublime Text. There is an IDE for Windows, Mac and Linux called Kate. Which seems to be the successor to Kwrite. But that is besides the point. It also has .QC support but it is called "QuakeScript". There is also this for Kate in FTE Flavor.This is something I wanted to do for a while too, so if you want any help, or even a collab, just let me know.
Some points:
- SublimeText is a somewhat good alternative too. Even tho it doesn't have a specific QuakeC synthax highlighter, the standard C one works fine - you just cannot go specifically where some function was declared for example, but you do get a list of all its references. Plus, there's an FGD synthax plug-in for it that helps wonders. Also recently I came up with a simple build script to compile the progs from SublimeText itself using FTEQCC (no GUI), which is really helpful if you're insane like me and work with 3-4 mods at the same time.
- For Git/GitHub, one can use the standalone GitHub Desktop application that's really, really straightforward to use, more than vscode's integration I'd say.
- As for coding style: I'm an open-braces-on-the-same-line guy, but I use tabs for indentation, so well have to come to an agreement here if we want this to move on hahah
About the guide structure, I think that's good. I'll see if I come up with a skeleton for the rest of the content.
And here I was hoping that QuakeC would be a nice, simple, not-cursed language. Oh, well--at least it's not as bad as ACS's "int fixedPointNumber = 0.0" shenanigans......many built-in functions (functions prototyped in the QuakeC code but actually defined within the game engine and written in C) return strings in a temporary string buffer, which can only hold one string at any given time...
While this is good, it doesn't really introduce you to how the language works for those who are starting out. Things like function declarations, parameters, variables, constants, QuakeC inheritance etc.. I was thinking something like a K&R C style mini book but for Quake C.Quake Wiki list of tutorials:
QuakeC tutorials - Quake Wiki
quakewiki.org
Yeah, that's the whole issue. We need a proper practical guide into the id1 codebase, how think functions work, how entities get initialized, how the standard functions are correlated, what happens when you fire a weapon, how monster AI works, etc. All we have is either those old-style, script-kiddie style tutorials without much explanation and background, or simply strict language documentation.While this is good, it doesn't really introduce you to how the language works for those who are starting out. Things like function declarations, parameters, variables, constants, QuakeC inheritance etc.. I was thinking something like a K&R C style mini book but for Quake C.
There are a couple of older tutorials out there. These really helped me with some of the items you list above and they go into some great details.Yeah, that's the whole issue. We need a proper practical guide into the id1 codebase, how think functions work, how entities get initialized, how the standard functions are correlated, what happens when you fire a weapon, how monster AI works, etc. All we have is either those old-style, script-kiddie style tutorials without much explanation and background, or simply strict language documentation.