Hello world (explanation: programming insider joke )
I have become finally upset that all my game development was ultimately extremely limited due to my lack of coding knowledge
So welcome to my learning diary of an interpreted game scripting language!
First of why a interpreted game scripting language and why QuakeC (and not C++ or something more general like that)?
Well programming isn't easy and all I want to do is a bit of game "modding" so anything beyond a game scripting language would probably be too much anyway. Furthermore is is supposed to be relatively easy, there are plenty of code samples and tutorials available, and for QuakeC there is a lively community and a good FOSS game engine ( http://icculus.org/twilight/darkplaces/ ).
An alternative would have been CubeScript for the Engine of Sauerbraten (Cube2), but I have heard it is more limited and there are by far not as many tutorials, code-sample and helpful people around. Furthermore I am not such a bit fan of editing the Cube2 engine (the in-game editor is neat, but ultimately too limited compared to Quake's Radiant).
Ok so much to the reasoning. Why this post? Well maybe someone is also interested in learning, and if I just document how I did it, it will be for sure easier for others too. No promises how far I will get though... I quickly loose interest and my free time is very limited But as a motivation I would like to have as a final goal an updated version of Transfusion ( http://www.transfusion-game.com/ ) which works with the newest Darkplaces release and can be played in multiplayer matches (it's more or less there, so that isn't an overly ambitious goal).