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        <title>Nuclide Development Videos</title>
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        <description>Nuclide is a SDK for FTEQW. It's what 'UberTools' is to 'Quake III Arena', or 'Source SDK' is to 'Source'. You're free to also just study it, or do whatever else is useful to you. I use the regular fteqcc compiler, non GUI version. I use a standard text editor. Sometimes they have highlighting, but I personally don't require any of it. My QuakeC code is in a C/C++ style though, so if you configure your editor you get legible results 99% of the time.</description>
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            <title><![CDATA[Ghoul 2 Model (.glm) Loading]]></title>
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            <pubDate>Sun, 01 Nov 2026 18:29:28 GMT</pubDate>
            <description><![CDATA[Testing a new loader by Spoike.]]></description>
            <content:encoded><![CDATA[<p>Testing a new loader by Spoike.</p>
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            <title><![CDATA[City Reacts To TimeCycle]]></title>
            <link>https://v.idtech.space/w/77xXcPS87eiAQgPaNdNFNN</link>
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            <pubDate>Wed, 28 Oct 2026 22:07:50 GMT</pubDate>
            <description><![CDATA[Showing off how mecklenburgv_final can handle its own timecycle. Ignore the HUD. Working on an RP template. The entity data used (all that's needed in combination with a III/VC timecyc.dat):]]></description>
            <content:encoded><![CDATA[<p>Showing off how mecklenburgv_final can handle its own timecycle. Ignore the HUD. Working on an RP template.</p>
<p>The entity data used (all that's needed in combination with a III/VC timecyc.dat):</p>
{
"origin" "-660.286 855.554 -162.47"
"classname" "timecycle"
"OnSpawn" "!self,load_dat,timecyc_iii.dat,0.0,-1"
"OnSpawn" "toggle_outdoor_lights,trigger,,0.0,-1"
"OnHour7" "toggle_outdoor_lights,trigger,,0.0,-1"
"OnHour8" "toggle_indoor_lights,trigger,,0.0,-1"
"OnHour18" "toggle_indoor_lights,trigger,,0.0,-1"
"OnHour21" "toggle_outdoor_lights,trigger,,0.0,-1"
"cycle"	   "0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 2 2 1 0 0 0 1 3 3 1 0 0 1 1 0 0 0 0 0 0 0 0 1 1 2 2 1 2 1 0 0 0 0 0 0 0 0 0 0 3 3 0 0 0 2 1"
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            <media:title type="plain">City Reacts To TimeCycle</media:title>
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            <title><![CDATA[Grass Clutter Demo]]></title>
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            <pubDate>Wed, 28 Oct 2026 19:19:39 GMT</pubDate>
            <description><![CDATA[Showing off how in Nuclide I render our grass currently. I stipple them out which works ok. Almost happy with it.]]></description>
            <content:encoded><![CDATA[<p>Showing off how in Nuclide I render our grass currently. I stipple them out which works ok. Almost happy with it.</p>
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            <media:title type="plain">Grass Clutter Demo</media:title>
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            <title><![CDATA[Map Q3TA UI Interactivity]]></title>
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            <pubDate>Tue, 27 Oct 2026 05:46:41 GMT</pubDate>
            <description><![CDATA[Often, clent-side interfaces like this only affect client-side things - but in this example I show a vending machine that'll output a different object of soda on the server. Basically showing that yes, our non-hardcoded interfaces are able to affe...]]></description>
            <content:encoded><![CDATA[<p>Often, clent-side interfaces like this only affect client-side things - but in this example I show a vending machine that'll output a different object of soda on the server. Basically showing that yes, our non-hardcoded interfaces are able to affect server state quite easily. Can this be used for hacking? No, the interface is tied to an entity, and can only fire outputs that the entity wants to have set-up.</p>
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            <media:title type="plain">Map Q3TA UI Interactivity</media:title>
            <media:description type="plain">Often, clent-side interfaces like this only affect client-side things - but in this example I show a vending machine that'll output a different object of soda on the server. Basically showing that yes, our non-hardcoded interfaces are able to affe...</media:description>
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            <title><![CDATA[Security Cameras]]></title>
            <link>https://v.idtech.space/w/4h7y76FM17498UFJCce9XF</link>
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            <pubDate>Tue, 27 Oct 2026 05:43:32 GMT</pubDate>
            <description><![CDATA[There's cameras, which can be used for all sorts of fun purposes - and then there's security cameras. They basically combine the logic of a turret and a camera. People can use them in any level they like and they don't really require much set-up. ...]]></description>
            <content:encoded><![CDATA[<p>There's cameras, which can be used for all sorts of fun purposes - and then there's security cameras. They basically combine the logic of a turret and a camera. People can use them in any level they like and they don't really require much set-up. Their output can even be copied and replicated across multiple screens. You can have as many cameras as your GPU will allow.</p>
]]></content:encoded>
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            <media:title type="plain">Security Cameras</media:title>
            <media:description type="plain">There's cameras, which can be used for all sorts of fun purposes - and then there's security cameras. They basically combine the logic of a turret and a camera. People can use them in any level they like and they don't really require much set-up. ...</media:description>
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            <title><![CDATA[Model Vehicles on HL BSP Collision Tests]]></title>
            <link>https://v.idtech.space/w/ijGaa5o8x4ud44pKqa3Sot</link>
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            <pubDate>Tue, 27 Oct 2026 05:37:01 GMT</pubDate>
            <description><![CDATA[There's been all sorts of improvements in how vehicles feel/drive around old maps from the Quake 1/Half-Life 1 era. Here's a port of Mafia's vehicles running in Nuclide. Those maps won't ship with any version of Nuclide. The map is caronlicity by ...]]></description>
            <content:encoded><![CDATA[<p>There's been all sorts of improvements in how vehicles feel/drive around old maps from the Quake 1/Half-Life 1 era. Here's a port of Mafia's vehicles running in Nuclide. Those maps won't ship with any version of Nuclide. The map is caronlicity by ovi. No physics simulator is needed to run these. The physics for vehicles have, since The Wastes release in 2018, been handled by ourselves in QuakeC. They have been receiving improvements ever since.</p>
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            <media:title type="plain">Model Vehicles on HL BSP Collision Tests</media:title>
            <media:description type="plain">There's been all sorts of improvements in how vehicles feel/drive around old maps from the Quake 1/Half-Life 1 era. Here's a port of Mafia's vehicles running in Nuclide. Those maps won't ship with any version of Nuclide. The map is caronlicity by ...</media:description>
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            <title><![CDATA[Time Cycle & Weather]]></title>
            <link>https://v.idtech.space/w/wT6qxYThWqWum98h7kFA6n</link>
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            <pubDate>Mon, 26 Oct 2026 22:22:16 GMT</pubDate>
            <description><![CDATA[I wrote a GTA 3/Vice City timecyc.dat parser, because there's a bunch of decent editors for those. Now you can tack a weather/timecycle system (with fog too) into your Quake levels.]]></description>
            <content:encoded><![CDATA[<p>I wrote a GTA 3/Vice City timecyc.dat parser, because there's a bunch of decent editors for those.<br />
Now you can tack a weather/timecycle system (with fog too) into your Quake levels.</p>
]]></content:encoded>
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            <media:title type="plain">Time Cycle &amp; Weather</media:title>
            <media:description type="plain">I wrote a GTA 3/Vice City timecyc.dat parser, because there's a bunch of decent editors for those. Now you can tack a weather/timecycle system (with fog too) into your Quake levels.</media:description>
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        <item>
            <title><![CDATA[info_waypoint implementation]]></title>
            <link>https://v.idtech.space/w/24nV3Hh2tEXDMRScAC8QBz</link>
            <guid>https://v.idtech.space/w/24nV3Hh2tEXDMRScAC8QBz</guid>
            <pubDate>Sun, 18 Oct 2026 08:35:42 GMT</pubDate>
            <description><![CDATA[An entity used in select Source Engine games.]]></description>
            <content:encoded><![CDATA[<p>An entity used in select Source Engine games.</p>
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            <title><![CDATA[Moving Screens]]></title>
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            <description><![CDATA[To show there's no foul play going on with all the multimedia stuff, here's some lit screens. No pun intended!]]></description>
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            <title><![CDATA[Computers]]></title>
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            <title><![CDATA[Early TA Menu Test (11/2025)]]></title>
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            <pubDate>Mon, 17 Nov 2025 22:28:00 GMT</pubDate>
            <description><![CDATA[Loading the scripted Return to Castle Wolfenstein menu files into Nuclide. Yes, the main menu in those games is not compiled into the engine or a ui library.]]></description>
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            <title><![CDATA[Portals]]></title>
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            <title><![CDATA[Team Fortress Classic/Team-Effort - Demonstration]]></title>
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            <description><![CDATA[Demonstration of what Team Fortress Classic looks and feels like when playing under Nuclide by using the Team-Effort package.]]></description>
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            <title><![CDATA[Lasers in Rad-Therapy]]></title>
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