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Quake Modding

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Three Years of Development: What have I learned?

A reflect on the three-year development journey of Heptyl, mistakes I made and the future.

Critical Self-Evaluation in Game Art

How game artists can improve asset quality through self-criticism, proper production pipelines, strong references.

Introduction to BSP Trees

Concise overview of Binary Space Partitioning (BSP) used in Quake-style engines, explaining how BSP trees are built.

Surface detection and Footsteps in Quake Engine

How to detect the surface under the player and play different footstep sounds depending on material.

Level Design for Action Games: From Blockout to Playable Experience

Level design is one of the highest-leverage disciplines in game development because it binds together mechanics, pacing, art, AI, narrative delivery, and performance constraints into a single playable system.

Exporting MD3 models with tags

A brief tutorial how to export MD3 model to use it in Quake engines.

Creating a driver for Windows: Part 1 - Introduction

In this series of tutorials, I would like to explain how to write drivers for Windows: where to start, how the driver model works, and answer some of the most common questions in this area.

What is in-game unit? About Hammer Units

I define Unit as a unit of length measurement close to the inch and rounded for ease of calculation. Of course, this is true for most games, but the developer can change the proportions depending on what they are doing.

Finding Real IP Behind Cloudflare

The guide explains ethical methods for discovering the real IP address of a website protected by Cloudflare, mainly for security research or misconfiguration auditing.

How to Set Up a Quake (DarkPlaces) Server on a VPS

This guide will help you host your own Quake server using the DarkPlaces engine (e.g., Zircon) on a Linux VPS, and manage it with PM2, a powerful process manager.

How I setup my VPS servers

This guide walks you through the process of setting up a secure and optimized VPS using Apache, MySQL, PHP, and Cloudflare. It covers everything from system updates to security headers and performance enhancements. Of course, the information presente

Understanding NAT and Firewalls

A brief explanation of what NAT, DMZ are, how packet filtering works, and more.

Q3MAP2 Shader examples

Example shader persets for Quake 3 mapping

How to use TrenchBroom for Half-Life (Counter-Strike) mapping

Basic tutorial that covers how to use TrenchBroom for Half-Life (Counter-Strike 1.6) mapping, initial setup and some basic features.

How to setup swap file on Linux Server

Linux Swap File Setup

How to hide Apache and PHP versions

Hiding Apache and PHP versions is a basic security step in protecting your server.

Q3MAP2 Warnings and errors

How to fix most common probles with q3map2

Quake DarkPlaces console variables (CVARs) and commands (CMDs)

List of all Quake DarkPlaces console variables (CVARs) and commands (CMDs) with description.

SHOWLMP or how to draw images on the client from server

Display images inside the game without CSQC.

Batch texture converting. How to convert all images in a directory.

Let's say you downloaded a bunch of textures from the internet. Some of them are JPG, some are PNG or even TGA. That is uncomfortable and may cause trouble when importing inside the game. It's good practice to cast all textures to the same format.