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IDE setup to work with QC and Darkplaces?

#1
I am trying to get into QuakeC coding for Darkplaces (see here: http://forum.freegamedev.net/viewtopic.p...5813#p5813 ) and I was wondering if anyone got a good setup. There seem to be a few QuakeC IDEs for Win32, but since I am using Linux a language plugin for an editor like SciTE would be best.

Or is the regular C highlighting good enough for editing QuakeC?

Thanks for the help.

Edit: Ahh there seems to be a QuakeC syntax highlighting patch for CodeBlocks: http://svn.icculus.org/*checkout*/nexuiz...blocks.zip
So unless you have a better suggestion I will be using this.

Feel free to follow my progress into QuakeC though Wink
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#2
I use C highlighting, and I'm not into IDE's, I just use a nice text editor such as Geany (on Linux) or Notepad++ (on Windows). You can configure them to consider .qc files as C files. No compiling directly from the editor though.
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#3
Regular C highlighting is good enough.
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#4
Don't listen to these hardcore guys who love to search in files just to navigate through code Big Grin

Just use CodeBlocks. It's available for Linux, too. I demonstrate its usage here: click
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#5
Ahh thanks for the tutorial btw, helped me a lot already. The code jumping does not seem to work for me however. When I right click and do a find implementation or declaration it always says not found. I can search for it via the serch menu just fine however Undecided

Any idea what might be causing that? I am useing Code::Blocks 8.02

It does not show anything useful in the symbol tabs either.

I have imported the cleaned up quake 1.06 source code as explained however, so I am unsure where I did something wrong.
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#6
I do unfortunately not know why this could be the case. You might try the nightly builds that you find on the CodeBlocks forums. But I also have not used Codeblocks for QuakeC in a long time myself, maybe something broke (QuakeC is not "valid" C code for normal C/C++ IDEs, so it was already a miracle that Codeblocks recognized the code back when I tried it)
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