Spooky.scar3crow wrote:13th post too...
Search found 14 matches
- Tue Mar 31, 2009 3:41 pm
- Forum: General Discussion
- Topic: Topic 666.
- Replies: 2
- Views: 1062
- Tue Mar 31, 2009 2:38 pm
- Forum: General Discussion
- Topic: Topic 666.
- Replies: 2
- Views: 1062
Topic 666.
He-he just saw that and had to post it, where all going to hell from now on.
- Tue Mar 31, 2009 2:32 pm
- Forum: General Discussion
- Topic: Would you buy Quake One 2?
- Replies: 39
- Views: 9169
Would you buy Quake One 2?
Hypothetically, would you want ID to make a true sequel to Quake One? What kind of things would be carried over, what kind of thing would you want changed? Or do you just want to see a Remake of the old stuff or should they just let sleeping dog lay. I would like the game to have a none-linear desig...
- Tue Mar 31, 2009 2:04 pm
- Forum: General Discussion
- Topic: Achron
- Replies: 13
- Views: 3011
Fast forward and slow mos are easy to do in quake/qc. Going back in time is practically impossible. Actually going back in time happens all the time in Quake, It’s called quick save. Never thought it would be but thought, but I think it’s is about time for a cool new stand alone DP game anyway. I h...
- Sun Mar 29, 2009 5:21 pm
- Forum: General Discussion
- Topic: Achron
- Replies: 13
- Views: 3011
I was thinking this would work well in Quake. You could fast-forward shoot one guy then rewind and shoot another standing side by side yourself. To fast-forward you would just make a bot that would pick up the game and play for you super fast, then when you stop pressing the FF button you would take...
- Thu Mar 26, 2009 4:35 pm
- Forum: QuakeC Programming
- Topic: Fill levels with zombie.
- Replies: 6
- Views: 1859
- Thu Mar 26, 2009 12:22 pm
- Forum: QuakeC Programming
- Topic: Fill levels with zombie.
- Replies: 6
- Views: 1859
- Wed Mar 25, 2009 9:12 pm
- Forum: QuakeC Programming
- Topic: Fill levels with zombie.
- Replies: 6
- Views: 1859
are they for your maps? (can you place specific entities to have them spawn from?) No, not really. Right now I just want to remove the monsters in the game and replace them with zombies. I have allready done this my modifying the random monsters tutorial. I just need them to respawn utlll a certen ...
- Wed Mar 25, 2009 8:55 pm
- Forum: QuakeC Programming
- Topic: Fill levels with zombie.
- Replies: 6
- Views: 1859
Fill levels with zombie.
So I have been working on this for over a week now and I'm finally giving up on trying figuring it out on my own. I Know that a person who just asks how to do everything without trying to figure it out on their own first is bothersome at best, but I still I'm really new to coding. I want to know how...
- Sat Mar 21, 2009 10:07 pm
- Forum: Gameplay & Design
- Topic: Zombie types
- Replies: 14
- Views: 15115
half a zombie - craws on the ground at a fast rate so the player can’t see it as well so it goes up and bites his ankles poisoning him I liked this ideal. Like after you gib a zombie instead of it throwing a head model it would sometimes throw a crawling torso. Not bad. As for the pod zombie, the m...
- Fri Mar 20, 2009 2:25 am
- Forum: Tutorial Help
- Topic: Random monsters and gyro.
- Replies: 2
- Views: 6364
- Fri Mar 20, 2009 2:20 am
- Forum: Gameplay & Design
- Topic: Zombie types
- Replies: 14
- Views: 15115
Zombie types
So I was messing around with roaming monster tutorial and discovered I really like the way the zombies in Quake look and move. I have seen them a million time by now, but from some resion inspiration hit. So as I try to wrap my head around QuakeC I'm also thinking ahead about the kind of mod I would...
- Wed Mar 18, 2009 2:26 pm
- Forum: Tutorial Help
- Topic: Random monsters and gyro.
- Replies: 2
- Views: 6364
Random monsters and gyro.
I'm getting a error when i compile the random monster tutorial: error: Q505: ranzombie.qc:19:Unknown value "demon1_stand1"[ // Fiend if (r == 0) { self.classname = "monster_demon1"; self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_STEP; setmodel (self, "progs/demon.mdl&...
- Wed Mar 18, 2009 12:51 pm
- Forum: Gameplay & Design
- Topic: Melee Weapons
- Replies: 31
- Views: 29911
One thing I played that has to be the ultimate melee game is Action DooM 2: Urban Brawl . I was a stand alone Doom mod that emulated old beat 'em up like Streets of Rage and TMNT: arcade in a FPS. I think it was just brilliant. My ideal for a axe mod was to make it auto-attack when you got close lik...