What are some good resources and tutorials for editing quakec code, progs.dat, and models?

Mar 16, 2026
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I've been playing Quake since the rerelease, and I recently got a PC that runs well enough for playing games, and now I want to try my hand at modding some stuff. Currently, I just want to make a version of Copper compatible with Scourge of Armagon, Dissolution of Eternity, and Dimension of the Machine respectively, as well as make the remastered models extended mod compatible with at least Ironwail, and maybe try and make any missing models. I've been having a hard time trying to find anything outside of Trenchbroom, which seems to just be a level editor. Any help would be appreciated.
 
I think many use Blender for modeling, that is free to use. Also for quakec there are not many compilers, only fteqcc is the available compiler.
 
Thank you for the playlist. I came across a roadblock, however: I'm on Linux Mint, and there doesn't seem to be a gui version of fteqcc, so I might not be able to do anything.
 
Currently, I just want to make a version of Copper compatible with Scourge of Armagon, Dissolution of Eternity, and Dimension of the Machine respectively

As I recall, someone posted about doing that on the quake subreddit a little while ago. Maybe you could help them.

Though I think a real "Copper compatible with x, y, and z" would require the Copper author balancing all the entities in x, y, and z. As was done for the base game. And they have said they have no interest in doing that for the expansion packs.
 
You can use the Linux build of fteqcc via the command line, or if you really want the GUI then it should run acceptably under Wine.
After doing a bit more searching, I found out that I have to compile it myself, which might take me a while to figure out since I'm new to compiling things.
 
As I recall, someone posted about doing that on the quake subreddit a little while ago. Maybe you could help them.

Though I think a real "Copper compatible with x, y, and z" would require the Copper author balancing all the entities in x, y, and z. As was done for the base game. And they have said they have no interest in doing that for the expansion packs.
If someone else is doing it already, if they are already working on it, then they don't need my help, as I have little to no knowledge on how any of this works.

As for balancing all of the entities, I was planning on trying to do that myself. Dimension of the Machine should be the easiest one, as I think Chthon is the only enemy changed in that expansion, and the only other changes are related to how the hub map works if I'm not mistaken. SoA is what I'm looking forward to (if I can learn enough to actually code anything), since I want to fix the bug that makes the Centroid do that Pokemon double team animation when it dodges the nail guns.
 
After doing a bit more searching, I found out that I have to compile it myself, which might take me a while to figure out since I'm new to compiling things.

Hmm. If you're talking about just the compiler, I downloaded the precompiled Linux version from https://www.fteqcc.org/ and it seems to work fine.

Also BTW, dumptruck put together a playlist of Mexicougar's quakec tutorials here: https://www.youtube.com/playlist?list=PLgDKRPte5Y0BPuk1Su4cyz3kyRpFL7sN7

There's a lot of other quakec info on https://quakewiki.org/wiki/QuakeC_tutorials as well, if you don't mind working through some older back-in-the-day articles that are archived there.
 
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