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Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
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the QdQstats mod is kind of like that, it has built in timers for speedrunners. I don't know enough about the dfrag mod to answer more. 
How To Do Func_door From Scratch 
Unfortuantely all qc documentation there is, is spread all over the net. Any leads?

btw, long time no see ^^ 
Reimplementation Query 
Hi wakey. I haven't seen a re-implementation of func_door before, and I can think of a few reasons why. Firstly, the code for the func_door is one of the more complex parts of standard Quake, it's certainly a longer .qc file than any of the other brush objects (in fact, it's longer than misc.qc which contains definitions of dozens of different classes). Aside from doing lots of stuff, the bits about e.g. linking doors are complex in themselves.

Often when writing a mod, a good degree of compatibility with existing maps is desirable. It would be tough to ensure the rewritten code had that compatibility - remember that the func_door is a really flexible entity, often used to create platforms and other moving objects. Trying to remain compatible with the core function is one thing, staying compatible with all the unusual use cases is harder.

Lastly, it's worth pointing out that some of the standard functionality of a func_door depends on "library functions" like SUB_CalcMove and SUB_UseTargets. Can a re-implementation assume those still exist, or should it also code those functions from scratch?

Given all of that, I hope you don't mind me asking first why you want to write func_door from scratch? If it was for a Total Conversion where you create a 2D platformer in Quake, then a lot of the concerns above go away, your mod only runs on the maps you make for it, so compatibility isn't an issue. If it's for a more standard Quake mod I worry that it's a lot of writing and testing code for a benefit I can't yet see... 
Clarification: 
Yes, total conversion.(though, not a 2D platformer).

Everything else is already coded from scratch, more or less.(roughly following Ender's "quake from scratch" tutorials, to get basic functionality up and running)

The standard door.qc files all have dependencies that are not implemented yet, thus I can't just drop them in like that.

Lastly, as stated by my colleague, the documentation of the DarkPlaces engine is severely lacking(fragmented at best), when compared to the engines I'm used to (e.g. Unity, Godot, or eaven UE4). 
Scratch Tutorials 
The best way for you to get working doors is to add doors.qc, and then fix all the compile errors by pasting the missing functions into the top of doors.qc. Serious advice.

To expand on that a bit: the scratch tutorials are great at what they do. They look at the duties QuakeC has to perform - the things that it's basically impossible to do without, and perform the simplest possible thing to accomplish those duties. It's hard to fit doors into that framework; they aren't essential, and it's unclear what the simplest version of a door is.

The other problem actually really ties into what you're saying about the infrastructure being missing. If you were writing the simplest possible implementation of doors, it's likely you could write a reduced version SUB_CalcMove which does just enough for the doors to function. But that short-sightedness would come back to bite you when you decide later to add trains. It's a catch-22 for the scratch tutorial writer, the simpler you make the current tutorial, the worse a basis for building on you've created.

The thing with infrastructure is that how much of it you need really depends on what your big picture goals for the TC are. If you're only going to include doors in two highly controlled places in your entire game, you probably need less infrastructure that standard Quake - just hard code everything into the mod! On the other hand if you're creating a mappers toolkit complete with detailed customisation of the door acceleration profile, you probably need to build a lot more! 
Thank You Very Much 
it's appreciated, Preach :)

As far as i could get it, the0programmer has chosen an mixed approach, between using standart doors.qc and his own code. Works like a charm.

Now we have yet another challenge to come over: How do ssqc and csqc communicate?
He told me something of "hacks" with stuffcmd and cvar's, now i was asking myself if that is the standart approach or if there is another way?

Basically he wants to grab information of a csqc entity for use in ssqc. 
CSQC 
Although I've never written anything in CSQC, I'd start with getting to grips with https://quakewiki.org/wiki/EXT_CSQC
There's a section on sending data to the client and it seems like those methods would be better than stuffcmd.

There's also a worked tutorial at
https://web.archive.org/web/20080828083732/http://qexpo.tastyspleen.net/booth.php?id=165&page=317 
Hexen 2 Cutscene Help Needed 
Hello everybody,

I don't know whether the title of this thread is correct.
I currently work on an Hexen II project where I'd like to put some RPG sequences the way Heretic II does.

That is:

1. the view switches to a third person view thanks to a camera_remote (a handy thing we have in H2 which does basically the same as the intermission view, but triggerable mid-map)

2. the view represents the player facing a monster and they interact by talking (with centerprints) or doing something (like one killing the other or running away) by triggering the corresponding animations on the models.

3. the view returns to the player and the adventure goes on.

Has everyone ever tried to do that (would it be thanks to hack or programming)? Succeeded? How?

Thank you in advance for your insights! :-) 
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