Search found 150 matches
- Mon Oct 20, 2014 10:36 am
- Forum: Quake Events
- Topic: Expo 2014
- Replies: 53
- Views: 45599
Re: Expo 2014
Chip: there seems to be a problem with the QExpo 2011 website, all of the booths appear to be gone.
- Sat Oct 11, 2014 8:53 am
- Forum: Quake Events
- Topic: Expo 2014
- Replies: 53
- Views: 45599
Re: Expo 2014
Spirit, doesn't your Quake blog have its 10-year anniversary in 2016, too?
- Sun Jan 19, 2014 10:26 am
- Forum: Mapping
- Topic: Looking for technical advice on a map
- Replies: 6
- Views: 6004
Re: Looking for technical advice on a map
Engine limits table Indeed, too large funcs can cause problems, and what's even more annoying is that they usually become apparent only after the (lengthy) fullvis which means a big waste of time. If it's only for VIS optimization, detail brushes would be preferable in your situation - the recently...
- Sun Jan 19, 2014 1:25 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130187
Re: What are you working on?
Ajay: You've been using WC, right? Then perhaps this can help you with the disappearing brushes issues.
- Sat Sep 14, 2013 9:12 am
- Forum: General Discussion
- Topic: Releasing an engine I was beta testing?
- Replies: 16
- Views: 5324
Re: Releasing an engine I was beta testing?
Spirit you leaker!
- Sun Jun 02, 2013 7:26 am
- Forum: Mapping
- Topic: equakeutils
- Replies: 14
- Views: 5171
Re: equakeutils
The engine always displays the liquid textures as fullbright, regardless of where they are used.ajay wrote:Does func_water still emit light like regular water?
- Wed May 29, 2013 6:15 pm
- Forum: QuakeC Programming
- Topic: QuakeC Source Code Licensing Status
- Replies: 54
- Views: 18876
Re: QuakeC Source Code Licensing Status
Detailed changelogdiferences between 1.01 and 1.06
- Sun Sep 23, 2012 8:35 am
- Forum: General Discussion
- Topic: Improved Quake - IQ
- Replies: 24
- Views: 10598
Re: Improved Quake - IQ
No blood while shooting secret doors, buttons or triggers. I hope it uses another distinct color for those particles (e.g. orange sparks), not the gray ones. The player needs to be able to recognize that something is shootable so he knows it's possible to interact with the object = shoot it some mo...
- Wed Sep 19, 2012 7:42 am
- Forum: Mapping
- Topic: GTKRadiant, Darkplaces, importing models?
- Replies: 11
- Views: 6465
Re: GTKRadiant, Darkplaces, importing models?
Wow, I didn't know this was possible - always assumed Radiant only supported md3 models. I tried it in GtkRadiant 1.5; the models are loaded straight from the pak and show up in the editor, albeit unskinned. However, there's a big downside which makes it somewhat unpractical, so I'm not going to use...
- Sun Sep 16, 2012 4:25 pm
- Forum: General Discussion
- Topic: sandbox multiplayer with monsters
- Replies: 7
- Views: 2937
Re: sandbox multiplayer with monsters
That could've been my Bad Dark Cistern (dm456sp). Or the DMC episodes.
Also, necros once wrote a mod with dynamic monster spawning and advanced AI pathfinding (featuring a nice E1 merger map): ne_dynamic
Also, necros once wrote a mod with dynamic monster spawning and advanced AI pathfinding (featuring a nice E1 merger map): ne_dynamic
- Sun Sep 09, 2012 1:43 pm
- Forum: Mapping
- Topic: Quake Map Sources
- Replies: 42
- Views: 23382
Re: Quake Map Sources
The functionality does exist in standard Quake. I can't explain it in technical terms, but it's something about 'free' or floating sky volumes that don't touch the outside, which are then treated similar to water volumes. There's at least one instance in stock Quake where this was used: the Q shadow...
- Sun Sep 09, 2012 8:26 am
- Forum: Mapping
- Topic: Quake Map Sources
- Replies: 42
- Views: 23382
Re: Quake Map Sources
No, this hasn't been done. Not least because it would be more work than it's worth - it's not "just" aligning all textures; there're also many instances of awkward brushwork and off-grid stuff/improper dimensions as well as other things that could or should be smoothed out. Moreover, even ...
- Thu Mar 29, 2012 8:32 am
- Forum: General Discussion
- Topic: Inside3D Registration Closed
- Replies: 15
- Views: 5641
Re: Inside3D Registration Closed
Have you considered using more "sophisticated" text captures like in the Steam forums (search form), for example? They seem to work quite well.
Perhaps even two or three at once - after all, this would be only a one-time hassle during registration.
Perhaps even two or three at once - after all, this would be only a one-time hassle during registration.
- Sat Mar 17, 2012 9:32 am
- Forum: General Discussion
- Topic: Issues with my graphic card...
- Replies: 13
- Views: 4981
Re: Issues with my graphic card...
Fucking Telefragged hiccup ate my post yesterday. What I said is that ATT's refresh lock helped me get Quake to run on my old, faulty monitor which tends tends to stretch the screen on 60hz. You have to set the new refresh rate for each resolution you're going to use (or in this case the games in qu...
- Thu Mar 15, 2012 6:15 pm
- Forum: General Discussion
- Topic: Issues with my graphic card...
- Replies: 13
- Views: 4981
Re: Issues with my graphic card...
Sounds like a problem with the refresh rate. Some default setting that's out of range for the monitor. This also happens to me with a few games. See if changing the the refresh rate in Windows helps, or if you can force the games to use a certain value either by editing the config/ini or command lin...