Search found 164 matches
- Wed Apr 13, 2011 4:06 pm
- Forum: General Discussion
- Topic: "Best of Quake" Votes
- Replies: 28
- Views: 7303
Have a little patience, please? :) Trying to avoid some of the officially obvious ones like TF, Nehehra, or Prydon Gate that _everyone_ has played to death.. Being a ruleset writer and a developer I'm really torn over some of these, because while some releases may be significant milestones of Quake ...
- Tue Apr 05, 2011 4:29 pm
- Forum: General Discussion
- Topic: QuakeC Lessons for the Experienced Newb
- Replies: 14
- Views: 4291
Like FrikaC alluded to, knowing how to learn things on your own is something you'll really need if you're going to make it in software development. You'd have a hard time looking for any (*decent*) dev who isn't an autodidact of some level. Regarding builtins, two good starting points for finding mo...
- Thu Mar 17, 2011 12:51 am
- Forum: QuakeC Programming
- Topic: Kill all monsters before changing level
- Replies: 6
- Views: 1391
defs.qc is a pretty handy resource sometimes:
Code: Select all
float total_monsters;
float killed_monsters;
- Tue Feb 08, 2011 7:36 pm
- Forum: Quake Events
- Topic: Turtlemodding Thread
- Replies: 78
- Views: 88144
Cool idea, and indeed quite tricky. Too cerebral for me, though. Is it intentional that monsters roam around instead of stopping when being hit by a Quad beam? Thanks. :) The 'roaming' happens because calmed monsters with a path_corner chain will try to return to their last targeted path_corner, bu...
- Mon Feb 07, 2011 4:58 am
- Forum: Quake Events
- Topic: Turtlemodding Thread
- Replies: 78
- Views: 88144
My entry for February: http://www.quaketastic.com/upload/files ... ndCalm.zip
- Fri Feb 04, 2011 2:58 am
- Forum: Quake Events
- Topic: Turtlemodding Thread
- Replies: 78
- Views: 88144
- Tue Jan 25, 2011 12:00 am
- Forum: Quake Events
- Topic: Turtlemodding Thread
- Replies: 78
- Views: 88144
No, not presently - it only uses strcat as the spawn menu would run into the tempstrings limit if I had built it with an overloaded centerprint and I was running out of time anyway. To be honest I'd imagine Prydon would be the best acid test for FRIK_FILE, at least I'm having a hard time remembering...
- Mon Jan 24, 2011 11:35 pm
- Forum: Quake Events
- Topic: Turtlemodding Thread
- Replies: 78
- Views: 88144
Supa's mod: Nice idea. Took me a while to figure it out. I liked the tactical potential, even though E1M1 is probably the wrong map for that kind of game mode as it's 100% linear. I could imagine this to work better on some of the DM maps. Thanks. I really enjoyed working on this one so I think I w...
- Wed Jan 19, 2011 2:35 am
- Forum: Quake Events
- Topic: Turtlemodding Thread
- Replies: 78
- Views: 88144
My (late) entry: http://www.quaketastic.com/upload/files ... efense.zip
- Sun Jan 02, 2011 3:17 am
- Forum: General Discussion
- Topic: Remake Quake Winter SP Demo #2
- Replies: 6
- Views: 3642
- Fri Dec 24, 2010 6:01 pm
- Forum: General Discussion
- Topic: Remake Quake Winter SP Demo #2
- Replies: 6
- Views: 3642
Remake Quake Winter SP Demo #2
Hello and merry christmas, We've just finished our third RMQ demo and second singleplayer demo, this time it's gb's take on a certain cramped and dark metal map from the shareware episode.. http://kneedeepinthedoomed.wordpress.com/2010/12/24/xmas-presents-part-2/ QuakeOne mirror Since we would like ...
- Wed Dec 15, 2010 6:51 am
- Forum: QuakeC Programming
- Topic: Quick CSQC stuff
- Replies: 1
- Views: 747
Chris has a really, *really* useful writeup on getting started with CSQC and stats in general on the DP wiki, but the basic version is that you'll need to create each stat during worldspawn with an AddStat (STAT_INDEX, stat_type (1: string / 2: float / 8: integer), .your_stat_field_here) call for ea...
- Tue Jul 27, 2010 9:55 am
- Forum: General Discussion
- Topic: Inside3D Asks #5 : What...
- Replies: 42
- Views: 7725
I once tried to design a Battlefield clone with the goal of making strategic maneuvering over the (open world) map interesting, in an attempt to avoid making the only relevant parts of the map the objective sites and the choke points that lead up to them. I also wrote up a full electronic warfare/ch...
- Wed Jul 21, 2010 7:26 am
- Forum: QuakeC Programming
- Topic: Tutorial: Last Man Standing With Observer Mode
- Replies: 13
- Views: 4194
Speaking from personal experience, one thing to keep in mind is that you really should have some way of detecting and handling ghost players who have dropped for one reason or another but haven't made it through ClientDisconnect yet. The server *does* eventually disconnect them but it can take a whi...
- Wed Jul 07, 2010 9:30 pm
- Forum: General Discussion
- Topic: Remake Quake Winter MP Demo
- Replies: 84
- Views: 22478
Hi again, Sorry for the wait, but we've just finished testing our point release patch for this demo. After this we'll be focusing mainly on SP maps and level features for the next demo. You can get a copy of the patch here and a full changelog is available at the RMQ blog . I still intend to resolve...