by JasonX » Fri Apr 13, 2012 2:20 am
Having a background in Unreal Tournament modding, i'm a big fan of Unreal Script. It sure has it's flaws, but it allows you to create a very organized and modular codebase. So far, i'm having problems with QuakeC and procedural programming. the code ends up being quite a mess. I'm just curious that no one ever discussed adding classes to the QuakeC interpreter. Not only that would be a huge step forward, but we could make modding much easier (extending the base game, for example).