Search found 129 matches

by Quake Matt
Sat Sep 08, 2007 11:48 am
Forum: QuakeC Programming
Topic: FSW-style Squad Movement
Replies: 7
Views: 2911

Thanks for the feedback! The most effective way to do this, I think, would be to edit the map and place two 'cover_location' entities at the corner. Then you can find all nearby entities of this kind an move to the best one. Of course, if editing the map's not possible, there's another approach you ...
by Quake Matt
Mon Aug 13, 2007 12:19 pm
Forum: QuakeC Programming
Topic: DPM models?
Replies: 17
Views: 6095

The SetFrameFromBone function sounds perfect to me - very easy to use in the QC, and definitely intuitive from a modelling perspective.
by Quake Matt
Mon Aug 13, 2007 12:06 pm
Forum: General Discussion
Topic: id on steam
Replies: 35
Views: 9776

I'd rather see Quake appear on TotalGaming.net - it predates Steam and it's much less intrusive. Anyway, I'll give my take: Doom 1 and 2 - Still good. I dropped 800 points to get 1 off the Live Arcade, and I'd be happy to spend another 800 for the sequel. Quake - Untouchable! Quake 2 - Almost as muc...
by Quake Matt
Wed Jul 04, 2007 11:55 am
Forum: General Discussion
Topic: Open-Source Instagib Project
Replies: 29
Views: 6495

In my opinion, you've got to be careful with movement tricks - they can work well, but double-jumping and the bouncy combat mostly ruined UT2k4 for me. I much prefer the grounded fights of UT and Quake (if you ignore bunnyhopping for a moment). Also, have you ever played the People Can Fly gametype ...
by Quake Matt
Mon Jun 25, 2007 12:03 pm
Forum: QuakeC Programming
Topic: Grapple Hook
Replies: 8
Views: 3254

I'm working on rope physics for Gyro that make for a pretty decent grappling hook, even if it's better for swinging than it is for climbing. It's still experimental code that might not make it into the next release, but I can post what I've got if that'd help.
by Quake Matt
Mon May 28, 2007 7:56 pm
Forum: Engine Programming
Topic: DP - Fog + Skybox
Replies: 30
Views: 15542

Quake3 Sarge and someone playing CTF Looks like Malcolm from UT to me - the symbol on the blue flag's definitely of Unreal origin! (Thunder Crash? Can't remember now.) The guy talking to the kids is probably from Warcraft3/WOW Haven't played WoW, but if he's from Warcraft III, it's definitely Artha...
by Quake Matt
Sun May 20, 2007 12:11 am
Forum: General Discussion
Topic: Pictures of us! aka the moustache thread :)
Replies: 72
Views: 19126

QuakeMatt - You didn't do an inside3d news submission for the new Gyro! Adulterer! Wait, I'm allowed to make news posts here too? When'd that happen? And, yeah, that picture's too small to really see what I look like. Unfortunately, I'm wearing unflattering facial hair in all my recent pics, which ...
by Quake Matt
Sat May 19, 2007 2:26 am
Forum: General Discussion
Topic: Pictures of us! aka the moustache thread :)
Replies: 72
Views: 19126

Wow, scar3crow, you look a lot like me! Same hair and glasses, at least.

If I can find a photo where I'm not dressed up as a ninja, I'll post it. Unless you want to see me as a ninja, that is.
by Quake Matt
Wed May 16, 2007 12:01 pm
Forum: General Discussion
Topic: Ambient Sound? (DP SDL: TOTAL CHANNELS == MAX CHANNELS)
Replies: 15
Views: 8410

CoolEdit, incidentally, has recently become Adobe Audition. They're much the same program, but it's handy to know if you're looking into the latest version.
by Quake Matt
Tue May 08, 2007 1:31 am
Forum: Mapping
Topic: Playing nice with the BSP compiler?
Replies: 1
Views: 2670

Playing nice with the BSP compiler?

I've just started work on a new map but, after fiddling with a three-levelled floor for a few minutes, I've got a bit stuck deciding how best to place the brushes. Here's a pic: http://homepages.nildram.co.uk/~moonrise/matt/panzermap.jpg It's a base-styled map with three floor levels (8 units apart,...
by Quake Matt
Fri Apr 27, 2007 9:10 pm
Forum: General Discussion
Topic: Quake Concept Art?
Replies: 0
Views: 2497

Quake Concept Art?

Hey, guys! I was wondering if anybody had any official Quake concept art, or knew if it even existed? I'm always interested to see what did and didn't make it through the design process in a game. Also, I may soon be remodelling a particular monster, and it'd be cool to see it through iD's eyes first.
by Quake Matt
Tue Apr 24, 2007 8:58 pm
Forum: QuakeC Programming
Topic: Wall jumping
Replies: 15
Views: 6617

Set nomonsters to false and the trace will hit monsters/players too.
Ah, that sounds about right. Long time since I've looked at a traceline...
by Quake Matt
Tue Apr 24, 2007 10:41 am
Forum: QuakeC Programming
Topic: Wall jumping
Replies: 15
Views: 6617

for jumping off of entities, the thinking is that if a character has the strength to jump off a wall, they should be also able to vault off of a monster too You should be able to use traceline for that too, since it can detect the hitboxes. One of the arguments it takes is findmonsters - you've jus...
by Quake Matt
Sun Apr 22, 2007 12:14 pm
Forum: QuakeC Programming
Topic: Wall jumping
Replies: 15
Views: 6617

I did this once by sending out tracelines a short distance to the left and right. If either of them hit a solid surface while the player was in the air, he was launched upwards and sideways with an accompanying jump sound. It worked pretty well, I found, and can be adapted to jump in any direction. ...
by Quake Matt
Tue Apr 17, 2007 11:49 am
Forum: QuakeC Programming
Topic: Quake Ported to XNA !
Replies: 27
Views: 9001

I have to say that I'm pretty shocked by some of the responses here. I'm pretty new to the community, but I've never seen anything like this nor ever expected it. I for one hope you don't give up with XNA Quake, source code or not. I'd offer to help, but I'm pretty busy and my XNA experience is limi...