Search found 368 matches
- Wed Jan 05, 2011 12:53 am
- Forum: General Programming
- Topic: Simple 3D Rendering World
- Replies: 3
- Views: 2053
Simple 3D Rendering World
I'm trying to come up with a basic 3D rendering world, in a simple system that could be implemented in most languages that supports drawing something on screen. There would be a 3D grid, it would have X, Y, and Z cordinates. http://img59.imageshack.us/img59/5967/grida.png The program would read from...
- Tue Jan 04, 2011 1:46 am
- Forum: Artificial Intelligence
- Topic: Life-Like AI vs Good AI
- Replies: 27
- Views: 26559
#2 - Maybe you can fool idiots (common riff-raff game players, average IQ in double digits) by upping hitpoints, but I don't make games with them in mind. (It was immediately apparent that Halo was being made precisely for this audience, though.) Also, enemies with lots of hitpoints are a lame cons...
- Tue Jan 04, 2011 12:40 am
- Forum: Engine Programming
- Topic: DQuake PSP
- Replies: 118
- Views: 21534
- Fri Dec 24, 2010 5:48 pm
- Forum: General Discussion
- Topic: IRC
- Replies: 9
- Views: 1639
- Mon Dec 20, 2010 12:30 am
- Forum: General Discussion
- Topic: Favorite Version of Team Fortress
- Replies: 41
- Views: 7773
Re: Favorite Version of Team Fortress
[quote="Team Xlink"]Whats your favorite version of Team Fortress?
My favorite version of Team Fortress is AGR.
My favorite version of Team Fortress is AGR.
- Tue Dec 14, 2010 12:40 pm
- Forum: Engine Programming
- Topic: New Age "Quake" Engines Specs
- Replies: 45
- Views: 12000
- Mon Dec 13, 2010 2:31 pm
- Forum: Engine Programming
- Topic: New Age "Quake" Engines Specs
- Replies: 45
- Views: 12000
2: clarification: my code requires a modified trigger_changelevel. 6: recommendation: setattachment. 7: concern: file access is not always desirable... be very cautious about this. 10: complaint: ezquake's console is like a christmas tree in march. Tacky, without even being festive. A regular user ...
- Mon Dec 13, 2010 1:48 pm
- Forum: Engine Programming
- Topic: New Age "Quake" Engines Specs
- Replies: 45
- Views: 12000
- Wed Dec 08, 2010 8:31 pm
- Forum: Programming Tutorials
- Topic: [Tutorial PSP]-Compiling Quake For The PlayStation Portable.
- Replies: 38
- Views: 30270
Re: Thanks
No problem.UrbanKid wrote:thanks that helped me alot!
thanks for the help!
- Tue Dec 07, 2010 1:47 pm
- Forum: Programming Tutorials
- Topic: [Tutorial PSP]-Compiling Quake For The PlayStation Portable.
- Replies: 38
- Views: 30270
Re: -------------
According to this, Curtis@Curtis-PC /cygwin/e/pdquake make -f MakePHAT make: MakePHAT: No such file or directory make: *** No rule to make target 'MakePHAT'. Stop. The file doesn't exist or your in the wrong directory, in the terminal type "ls" and look through the list of files it display...
- Mon Nov 22, 2010 8:21 pm
- Forum: Gameplay & Design
- Topic: Deathmatch + Cooperative = Uncooperative/Competitive
- Replies: 13
- Views: 12919
I like this idea. Like everyone else said, placing emphasis on killing other players would turn it into a deathmatch, but if there was no way to slow the players down it would be a race, which can also ruin it if your so far behind. The idea that killing other players would give a negative penalty w...
- Sun Nov 14, 2010 11:22 pm
- Forum: Engine Programming
- Topic: Speech to text Recognition Quake
- Replies: 7
- Views: 1697
Speech to text Recognition Quake
Has anyone ever attempted a speech to text recognition implementation in Quake?
It would make communicating with people easier, especially when your on ventrillo with part of your team, whatever you say would get sent into text as well.
It would make communicating with people easier, especially when your on ventrillo with part of your team, whatever you say would get sent into text as well.
- Tue Nov 02, 2010 11:04 pm
- Forum: Artificial Intelligence
- Topic: Opinions on the Tutor Bot?
- Replies: 1
- Views: 7142
- Mon Sep 13, 2010 11:00 pm
- Forum: Programming Tutorials
- Topic: [Tutorial PSP/PC] - DP_SV_NODRAWTOCLIENT & DP_SV_DRAWONL
- Replies: 13
- Views: 14923
- Mon Sep 13, 2010 10:23 pm
- Forum: QuakeC Programming
- Topic: Adjust model scale in-game
- Replies: 6
- Views: 1284
An engine wise implementation is possible with this tutorial:Mexicouger wrote:I think it would be awesome If PSP Quake had Something like this.
[ur=http://www.telefragged.com/thefatal/q_t ... caling.txt] Quake Model Scaling Tutorial[/url]