Search found 17 matches

by TargetPractice
Fri Nov 09, 2007 12:33 am
Forum: QuakeC Programming
Topic: More code migraines from lack of quakeC lore
Replies: 5
Views: 2188

I am now aware of the error of trying to overload centerprint() like I suggested; frikQCC complained when I tried it. I've pulled the appropriate max health for each critter from the appropriate creature QC files. And now I have the function working. I had to make the code recognize Cthon and Shubby...
by TargetPractice
Thu Nov 08, 2007 2:57 pm
Forum: QuakeC Programming
Topic: More code migraines from lack of quakeC lore
Replies: 5
Views: 2188

Okay, let's see if I understand what to do correctly: 1)Peel off the extra newline centerprint. 2)Fiddle with defs.qc to create concatenated string lines(I'll use the latter technique; it may be less elegant, but it's more universal) 3)Negate the FL_Monster check to its correct application 4)Alter m...
by TargetPractice
Thu Nov 08, 2007 5:11 am
Forum: QuakeC Programming
Topic: More code migraines from lack of quakeC lore
Replies: 5
Views: 2188

More code migraines from lack of quakeC lore

I've run into yet another hive of bugs with my efforts at coding. I think the error results from my lack of understanding of how to use trace_ent, how to check for a flag, and how to bond strings. Not to mention general rustiness (I've been focused on other matters). The game seems to be ignoring my...
by TargetPractice
Sat May 26, 2007 5:14 pm
Forum: QuakeC Programming
Topic: "Wee"
Replies: 11
Views: 6739

*applause* Okay, you caught me off guard with that one. Good move, altering the initial settings like that. Please, make more!
by TargetPractice
Fri May 18, 2007 9:53 pm
Forum: Mapping
Topic: Map categorization query
Replies: 2
Views: 2859

Map categorization query

Why do Quake maps seem to be categorized by the textures used within them? I've seen categories such as 'metal maps', 'base maps', and the like, with the textures used apparently being the major discriminating feature. Is there an specific reason for this, or did I just miss a common Q1 design conve...
by TargetPractice
Wed May 09, 2007 4:57 pm
Forum: Modeling
Topic: Prydon Modelling
Replies: 155
Views: 63703

If I wasn't as familiar with Quake as I am, you could possibly replace the green armor with the lammelar- it looks to fit right in, colors and all. It may not be as dirty, but it elsewise matches the rest of the environment. (You would have to replace the other two armors as well, though.) Well done.
by TargetPractice
Sat Apr 28, 2007 7:02 pm
Forum: Modeling
Topic: Prydon Modelling
Replies: 155
Views: 63703

Sajt wrote:Nothing's going to die even in DOS Quake unless it's like 3000 polies.
Oh! Sorry about that; I thought Quake had such poor polycounts on the models because anything higher slowed the system to the speed of chilled molasses.
Nevermind.
by TargetPractice
Thu Apr 26, 2007 2:46 am
Forum: Modeling
Topic: Prydon Modelling
Replies: 155
Views: 63703

I find myself suddenly awaiting further releases. Queries: Why model the individual links on the chain? It looks good, I'll admit(skin included), Is that model going to be for 'inventory display' only, or am I incorrectly assuming that an effective maximum polycount for models in Quake exists? Secon...
by TargetPractice
Sat Mar 03, 2007 5:34 am
Forum: General Discussion
Topic: Quake SP survey- kinda spammesque
Replies: 12
Views: 3007

Quake SP survey- kinda spammesque

Some questions I'm curious about: 1. How often do you* play vanilla Quake SP? 2. What difficulty setting? *- Plural, not singular. I would've generated a poll, but even with 3 options for the first question, I would have had to generate 12 poll responses. Why do I ask? Curiosity struck and an idea o...
by TargetPractice
Tue Feb 20, 2007 6:44 pm
Forum: General Discussion
Topic: A Mod Idea
Replies: 6
Views: 1960

Several queries to potential developers, or FrikaC if he feels the need to respond: 1. FrikaC implies that the flare gun can be used to light up areas; i.e. its projectiles glow (or do something to create light). Does this mean that, if you fire it, you autodeplete your dark ammo? 2. The 'Blue' ammo...
by TargetPractice
Sun Dec 03, 2006 3:53 am
Forum: QuakeC Programming
Topic: Noob setting too big a goal- would like assistance
Replies: 4
Views: 2550

I think I have it working now. I anticipate a problem with it if anything besides humans get acid burns when someone grabs a medikit, but I rather doubt that to be the case for now. (Will improve it if that ceases to be the case.)

Thank you all for the help.
by TargetPractice
Sun Dec 03, 2006 1:18 am
Forum: Gameplay & Design
Topic: Non-Killy Weapons
Replies: 32
Views: 22949

There is an error in my impact physics from earlier: The player shouldn't slide, but instead bounce. My logic(Probably erroneous, but...) says that the relative damage value should still work, despite it being an elastic collision. Another idea: Super Coffee! If caught by a player(flung at him), it ...
by TargetPractice
Sat Dec 02, 2006 6:48 am
Forum: QuakeC Programming
Topic: what we haven't really done yet
Replies: 46
Views: 16682

Grabboids!
(From the 'Tremors' movies.)

the ROTT firewall or shrooms powerup?

Lovecraft mythos as a mod's focus! (Foxing a problem here? Or is 'Quake' itself defined as such? 'Quoth' is kinda what I mean, but those aren't mods for the mythos, just based on- no offense intended)

Pirate v. Ninja!
by TargetPractice
Sat Dec 02, 2006 6:24 am
Forum: Gameplay & Design
Topic: Non-Killy Weapons
Replies: 32
Views: 22949

A couple ideas, which while neither exactly 'tools usable as weapons' (See dictionary entry on 'pipe wrench') or entirely FPS references, still fit with the theme of 'Utility damage techniques': 1. Anyone here played "Doukutsu Monotigari", aka "Cave Story"? (Not spam! It's freewa...
by TargetPractice
Sat Dec 02, 2006 5:27 am
Forum: QuakeC Programming
Topic: Noob setting too big a goal- would like assistance
Replies: 4
Views: 2550

I read the comment Carmack (or whoever) planted in the code about T_Damage being the only proper damagesource, so I was intending to utilize that function. Thank you for making sure I noticed this. I didn't know about floor(), rint() or ceiling(), though. I should also note that the mod works now! I...