Search found 164 matches

by Supa
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 ...
by Supa
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...
by Supa
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;
by Supa
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...
by Supa
Mon Feb 07, 2011 4:58 am
Forum: Quake Events
Topic: Turtlemodding Thread
Replies: 78
Views: 88144

by Supa
Fri Feb 04, 2011 2:58 am
Forum: Quake Events
Topic: Turtlemodding Thread
Replies: 78
Views: 88144

Error wrote:Can I get a show of hands for participators?
*raises a hand*
by Supa
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...
by Supa
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...
by Supa
Wed Jan 19, 2011 2:35 am
Forum: Quake Events
Topic: Turtlemodding Thread
Replies: 78
Views: 88144

by Supa
Sun Jan 02, 2011 3:17 am
Forum: General Discussion
Topic: Remake Quake Winter SP Demo #2
Replies: 6
Views: 3642

frag.machine wrote:a) "noclip" is not working
I haven't been able to reproduce broken noclip behavior in DP or RMQEngine, if you have a reliable method to do so it would really help me fix this one. :)
by Supa
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 ...
by Supa
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...
by Supa
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...
by Supa
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...
by Supa
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...