Search found 164 matches
- Thu Dec 31, 2009 11:13 pm
- Forum: General Discussion
- Topic: Off Topic: Try out my Warcraft III Map!
- Replies: 14
- Views: 2551
I don't normally play TD maps as I generally prefer DOTA/teamplay lane control maps, but since it's the end of the year I thought I'd help out. :) I didn't like the randomised waves - one of the fundamental strengths of the TD genre is the satisfaction of improving your build order over multiple pla...
- Fri Dec 18, 2009 10:50 pm
- Forum: General Discussion
- Topic: Remake Quake Winter MP Demo
- Replies: 84
- Views: 22466
By the way, RMQ seems to get a QC error in ZQuake (the NetQuake compatible Quakeworld client). Which error exactly, how can you reproduce it and could you please link to the client in question? I know it'll still run with reduced functionality without the scratch* cvars, but I'd still like to know ...
- Sat Dec 12, 2009 9:06 pm
- Forum: General Discussion
- Topic: Remake Quake Winter MP Demo
- Replies: 84
- Views: 22466
I still gasp for breath when emerging from water after a while, despite having a pent. ... The nail impact needs some sort of particle effect, from a distance it looks like the nails are simply disappearing instead of embedding. Thanks for the catch on both of these. I didn't realise the nail embed...
- Sat Dec 12, 2009 1:23 am
- Forum: General Discussion
- Topic: Remake Quake Winter MP Demo
- Replies: 84
- Views: 22466
Remake Quake Winter MP Demo
Hi everyone, We've just finished our second Remake Quake Demo, this time it's a showcase of RMQ's new MP maps and features. http://www.4shared.com/file/170876154/c99be680/rqtest.html mirror (thanks, Baker): http://www.quake-1.com/files/modfiles/RemakeQuakeMPDemo_20091211.zip July 2010 point release ...
- Wed Dec 02, 2009 5:52 pm
- Forum: QuakeC Programming
- Topic: Darkplaces effectinfo and QC - how?
- Replies: 11
- Views: 3586
While it isn't exactly a guide, Electro has documented most of the keys here.lth wrote:If there isn't a "beginners' guide to effectinfo" then if people spew everything they know about effectinfo here, I will attempt to write one!
- Thu Nov 19, 2009 9:52 pm
- Forum: General Discussion
- Topic: THE HORROR
- Replies: 48
- Views: 16478
- Thu Oct 29, 2009 5:40 pm
- Forum: General Discussion
- Topic: The Horror beta 2
- Replies: 12
- Views: 2127
I haven't played this beta yet though I did play the one you sent me last week and I have two questions. I don't want to spoil it for anyone who hasn't made it to that point yet, so all I'll say is I really like the event that happens once you hit ~400 kills. :) Is it intentional for the handcannon ...
- Thu Oct 08, 2009 8:30 pm
- Forum: General Discussion
- Topic: THE HORROR
- Replies: 48
- Views: 16478
VICTOLY
http://www.quaketastic.com/upload/files ... pa_1007.7z
Okay, I'm going to stop for a while now.
http://www.quaketastic.com/upload/files ... pa_1007.7z
Okay, I'm going to stop for a while now.
- Thu Oct 08, 2009 4:25 pm
- Forum: Artificial Intelligence
- Topic: New Frikbot Waypoints
- Replies: 21
- Views: 10993
- Thu Oct 08, 2009 12:29 pm
- Forum: General Discussion
- Topic: THE HORROR
- Replies: 48
- Views: 16478
Now, can anyone get 1000+? http://i280.photobucket.com/albums/kk200/slightlyorange/horror_Supa_secondsofar.jpg I didn't quite crack 1000 yet, but give me a few more days.. http://www.quaketastic.com/upload/files/demos/horror_city1_Supa_964.7z I swear this game is everything Crimsonland wishes it co...
- Tue Oct 06, 2009 3:04 pm
- Forum: General Discussion
- Topic: THE HORROR
- Replies: 48
- Views: 16478
http://i280.photobucket.com/albums/kk200/slightlyorange/horror000003.jpg And here I thought that after swearing off Crimsonland I'd finally get to be productive again, now I'm never going to get anything done. :) The readme mentioned a prebound config, but I didn't find any bindings in horror.cfg. ...
- Wed Sep 30, 2009 7:15 pm
- Forum: Artificial Intelligence
- Topic: New Frikbot Waypoints
- Replies: 21
- Views: 10993
- Wed Sep 30, 2009 4:50 pm
- Forum: Artificial Intelligence
- Topic: New Frikbot Waypoints
- Replies: 21
- Views: 10993
- Tue Sep 15, 2009 9:32 pm
- Forum: QuakeC Programming
- Topic: Limiting velocity
- Replies: 12
- Views: 2678
I have another question though; how would I find out whether the player is running (using +speed) or not via the QC. Is there an easy way to do this or am I going to have to go to the trouble of learning CSQC (CSQC_ConsoleCommand?) or making my own run button via impulse commands? Watch the client'...
- Fri Aug 28, 2009 1:37 pm
- Forum: Engine Programming
- Topic: Solid Textures and Liquids
- Replies: 17
- Views: 4677