Search found 101 matches

by Monster
Sun May 29, 2011 11:52 pm
Forum: Quake Events
Topic: QExpo11 - "Official" Game Servers?
Replies: 9
Views: 7963

I'd be more than happy if my server could be dedicated to the Quake expo. It is simply vanilla deathmatch with weapons modified for balance, and other not as noticeable but core changes such as spawn code. As scar3crow stated, it is a Darkplaces server, but Darkplaces is not required (though recomme...
by Monster
Fri Feb 25, 2011 3:56 am
Forum: News & Announcements
Topic: New Deathmatch Server Side Mod by Monster
Replies: 8
Views: 10959

Thanks for the feedback!... Yeah your name looks familiar, thought I saw you on there, hehe. Sorry for the late response, I unfortunately rarely check these forums. Not planning on releasing it or making it available for download anytime soon... It's really just a server-side mod. But if someone wan...
by Monster
Thu Jan 20, 2011 6:13 am
Forum: Quake Events
Topic: Turtlemodding Thread
Replies: 78
Views: 74091

Just played Supa's Monster Defense mod... Recorded an almost 2 hour demo of me playing.. In total I think I killed around 6500 monsters. I would've attempted to go for longer but it was getting late :(. Really like the mod though... I might even take up mapping again to make a few simple maps for it...
by Monster
Sun Jan 16, 2011 3:34 am
Forum: News & Announcements
Topic: New Deathmatch Server Side Mod by Monster
Replies: 8
Views: 10959

:D Good to hear... Yeah I've had a few players from around Brazil/South America connecting. Good to hear you could still put up a nice challenge even with that ping ;)

Yes we should... check the server browsers for players! :D
by Monster
Sat Jan 15, 2011 4:14 am
Forum: News & Announcements
Topic: New Deathmatch Server Side Mod by Monster
Replies: 8
Views: 10959

Hmm... lags too much you say? Where are you located? The server is in chicago, IL. There should be no lag or ping spiking other than the latency from connection... It is professionally hosted by Fatpipe servers and paid for by me. Connections should be quite stable. I haven't experienced any such pr...
by Monster
Fri Jan 14, 2011 8:46 pm
Forum: News & Announcements
Topic: New Deathmatch Server Side Mod by Monster
Replies: 8
Views: 10959

:D Thanks for the news post scar3crow. You're better at summarizing the mod than I am. A few nights ago, had around eight actual players on the server... most fun I've had gaming in a very long time. Here's a youtube video showcasing one of the more insane maps, manson2.bsp: http://www.youtube.com/w...
by Monster
Mon Dec 27, 2010 6:17 pm
Forum: General Discussion
Topic: Remake Quake Winter SP Demo #2
Replies: 6
Views: 3600

Thanks to the RMQ team for your dedication and persistence. Here is the link to my thoughts on the demo: http://quakeone.com/forums/quake-talk/quake-central/6339-what-happened-remake-quake-2.html#post81365 And here is my playthrough on hard skill :) http://www.quaketastic.com/upload/files/demos/mons...
by Monster
Tue Feb 16, 2010 3:44 am
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 65924

yeah cl.time would work. just something simple like that.

I found out why it spams the motd (or all centerprints actually) in the console. scr_centerlog 0 fixed it for me.

it'd be cool if you could fix that old glquake bug with the player's corpse not retaining its original colors. =)
by Monster
Sat Feb 13, 2010 4:07 am
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 65924

(1.7.666c) Always Run doesn't increase backwards speed.
Yeah, i noticed that too. I had to set cl_forwardspeed 999 and cl_backspeed 999.
by Monster
Sat Feb 13, 2010 12:24 am
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 65924

heh dividing by 0.. who would've guessed. :P I get the view snap thing in SP and MP on my machine. Like I said, only happens when you lower the console while running forward/backward. Hmm well darkplaces shows elapsed time as well... by this I mean the time elapsed on the current map. Even Fitz show...
by Monster
Fri Feb 12, 2010 2:12 am
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 65924

Sweet ! :D I've also noticed that when i fire grenades continously, sometimes i'll get a disappearing grenade. This could be because its violating some kind of particle limit of some kind, I was connected to quake.shmack.net, notorious for particles being all over the place. Is there any kind of lim...
by Monster
Fri Feb 12, 2010 1:36 am
Forum: Engine Programming
Topic: Direct 3D 9.0c Quake
Replies: 189
Views: 65924

So I believe I've found the reason why DirectQ was giving me a grey screen of death. After updating my video card drivers and updating directX drivers, I downloaded DirectQ 1.8.1 and installed it into a fresh quake folder, with nothing but the two .pak files. I loaded it up and it seemed to work fin...
by Monster
Wed Nov 04, 2009 1:16 am
Forum: Engine Programming
Topic: DirectQ 1.7.3 Graphical Issues
Replies: 49
Views: 9744

Tried the D3D8 version.... and this is all I can ever see.

Image
by Monster
Tue Nov 03, 2009 2:29 am
Forum: Engine Programming
Topic: DirectQ 1.7.3 Graphical Issues
Replies: 49
Views: 9744

Deleted all of the d3dx9_.dll files and re-installed with Microsoft's site.. did a restart and still no luck =|
by Monster
Tue Nov 03, 2009 2:24 am
Forum: Engine Programming
Topic: DirectQ 1.7.3 Graphical Issues
Replies: 49
Views: 9744

Running the latest Test version didn't work normally. Gl_nodepth 1 gives me the weird overlapping/black screen problem. gl_nodepth 2 reverts back to the gray screen issue. Sorry for the late response, I've been busy lately with work. I did download DirectX straight from Microsoft to update. I'll re-...