hi,
is there presently any way in the plain generic quake engine to instead of having a trigger_once or trigger_multiple start a func_train in motion and not be able to stop it instead have some kind of trigger once to make the train simply increment one point along its path?
Search found 77 matches
- Thu Feb 28, 2008 2:21 am
- Forum: QuakeC Programming
- Topic: func_train, one point at a time?
- Replies: 10
- Views: 3706
- Sun Feb 24, 2008 9:30 pm
- Forum: QuakeC Programming
- Topic: Singleplayer mod by me.
- Replies: 15
- Views: 9092
Re: Singleplayer mod by me.
this mod kicks a lot of ass especially on some of the maps in the undergate Hi, I just made a singleplayer mod I start making since last year... I'm not inspired to give it a name yet, and I think it's still unfinished, because there are some bugs I figured out that I haven't found a way to fix yet....
- Wed Feb 20, 2008 2:07 am
- Forum: Gameplay & Design
- Topic: 2D platforming elements using Quake 1.. Examples included
- Replies: 9
- Views: 11555
2D elements in 3D huh, are you planning on changing any vanilla QuakeC? My suggestion is to play some 3D platformers (Mario 64) and take notes from that. Moving platforms are good as they're pretty much the staple in any platformer, explosives should be saved for harder stages as it'd knock the pla...
- Wed Feb 20, 2008 1:52 am
- Forum: Gameplay & Design
- Topic: Know what I HATE!!!
- Replies: 25
- Views: 23407
Re: Know what I HATE!!!
it would be cool to have Shub shoot three of those lavaballs that Chthon attacks with and use or modify the code for leading the player on skill >= 2 maybe reskin the lavaball and use a self.skin to make Shub's unique or something. i also liked the lightning idea.. maybe using the same bolt from Cht...
- Sun Feb 03, 2008 11:32 pm
- Forum: Gameplay & Design
- Topic: 2D platforming elements using Quake 1.. Examples included
- Replies: 9
- Views: 11555
Thanks for your suggestions. I actually have RenegadeC's 2dcamera already and LordHavoc was kind enough to send me the source to TargetQuake, one of my favorite 2d mods ever. That said, I think I misled you in my original post. What I'm trying to achieve is primarily map based elements of gameplay t...
- Sat Feb 02, 2008 9:46 pm
- Forum: Mapping
- Topic: 2D platforming elements..?
- Replies: 0
- Views: 2754
- Sat Feb 02, 2008 7:20 am
- Forum: Gameplay & Design
- Topic: 2D platforming elements using Quake 1.. Examples included
- Replies: 9
- Views: 11555
2D platforming elements using Quake 1.. Examples included
Hi guys. Lately, I've been wondering about how might we use the physics exploits of the Quake 1 engine for a gameplay advantage. Watching stuff like Quake Done Quick really makes you think about what might be possible with regards to level editing. As such, I was going to post this in Mapping but I ...
- Sat Jan 19, 2008 12:55 am
- Forum: General Discussion
- Topic: Hunt or be Hunted
- Replies: 18
- Views: 13349
- Wed May 23, 2007 1:59 am
- Forum: General Discussion
- Topic: Papercraft Quake guy model
- Replies: 7
- Views: 3667
Well, this is a licensed model you can still buy from here: http://home.clara.net/rogerpattenden/html/quake_marine.html Don't be pirates, support that guy and buy the remaining ones... I got some a few months ago. Nice stuff. :) My bad. I didn't realize someone was selling these... but in all fairn...
- Sun May 20, 2007 6:28 am
- Forum: General Discussion
- Topic: Papercraft Quake guy model
- Replies: 7
- Views: 3667
- Sun May 20, 2007 6:26 am
- Forum: General Discussion
- Topic: Papercraft Quake guy model
- Replies: 7
- Views: 3667
- Sun May 20, 2007 12:41 am
- Forum: General Discussion
- Topic: Encompassing Mod for Mappers
- Replies: 21
- Views: 6204
- Sun May 20, 2007 12:30 am
- Forum: General Discussion
- Topic: Papercraft Quake guy model
- Replies: 7
- Views: 3667
Papercraft Quake guy model
Now you can have the Quake guy on your desk while you work on Quake!
For template and instructions see
http://harbl.iiichan.net/3d/kareha.pl/1179611980/
For template and instructions see
http://harbl.iiichan.net/3d/kareha.pl/1179611980/
- Wed May 16, 2007 6:33 am
- Forum: General Discussion
- Topic: Ambient Sound? (DP SDL: TOTAL CHANNELS == MAX CHANNELS)
- Replies: 15
- Views: 8410
An example of replaced ambient sounds.
- Wed May 16, 2007 6:21 am
- Forum: General Discussion
- Topic: Ambient Sound? (DP SDL: TOTAL CHANNELS == MAX CHANNELS)
- Replies: 15
- Views: 8410
Re: Ambient Sound? (DP SDL: TOTAL CHANNELS == MAX CHANNELS)
I get TOTAL CHANNELS == MAX CHANNELS issues with Ambient sounds Does anyone know the proper sound specifications for ambient sounds? 11025 Hz Sampling Rate 8 bit dynamic range (Unsigned 8 bit PCM) Linear PCM (Microsoft WAV) Mono There's no "bitrate" because it's not compressed audio or mo...