Here is a working link:
http://www.cc.gatech.edu/classes/AY2002 ... NS_DDK.EXE
Search found 368 matches
- Mon Sep 05, 2011 1:48 am
- Forum: Engine Programming
- Topic: BINS_DDK.exe
- Replies: 11
- Views: 7117
- Sun Aug 07, 2011 1:18 am
- Forum: QuakeC Programming
- Topic: Snippet
- Replies: 24
- Views: 5492
http://www.quake-1.com/docs/quakesrc.org/144.htmltoneddu2000 wrote:Hi Nahuel, can you post some link to the documentation of FRIK_FILE?
Is it the same of this?
http://www.quake-1.com/docs/quakesrc.org/142.html
http://www.quake-1.com/docs/quakesrc.org/141.html
- Wed Aug 03, 2011 7:10 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6126613
- Wed Aug 03, 2011 7:06 pm
- Forum: Artificial Intelligence
- Topic: Bots, the pros and cons, what are they for you?
- Replies: 20
- Views: 17477
Inspiration for AI * You can check leaked Thief 2 source code , ... look for files with SCR extension * Thief 2 postmortems on Gamasutra from TTLG * Thief design docs * Thief dev articles * some other links * explanation of Thief sensory system * AFAIK Thief uses waypoints, then it propagates suspi...
- Wed Jul 27, 2011 5:55 am
- Forum: Artificial Intelligence
- Topic: Bot Spawn Points In Maps
- Replies: 3
- Views: 7132
Re: Bot Spawn Points In Maps
Hello. I was wondering how I could easily make a bot spawn point in a map just like the monsters have? I was wondering about the idea of doing it in a generic way but I suppose the Frik Bot would benefit the most people. Thank you. You can spawn a bot literally anywhere on the map, the info_player_...
- Sun Jun 05, 2011 11:19 pm
- Forum: Artificial Intelligence
- Topic: Complete list of Quake bots
- Replies: 11
- Views: 10073
- Wed Apr 06, 2011 4:58 pm
- Forum: Engine Programming
- Topic: Makaqu Networking on DC
- Replies: 14
- Views: 2991
No Dreamcast homebrew software was ever able to connect to the Internet via dial-up, due to the lack of a PPP stack in the DC modem's KallistiOS driver. There are many homebrew programs that uses the broadband adapter instead, but this adapter is so expensive and rare there's no point in supporting...
- Fri Mar 25, 2011 12:28 am
- Forum: Engine Programming
- Topic: Makaqu Networking on DC
- Replies: 14
- Views: 2991
Re: Makaqu Networking on DC
Not yet, however I'm working on a way to network it and avoid requiring PPP support, BlueCrab says he thinks it will work, so I'm expecting a good outcome.JasonX wrote:Suddenly, this question came to my mind: is networking possible in the Dreamcast with Makaqu or other ports?
- Fri Mar 25, 2011 12:16 am
- Forum: Programming Tutorials
- Topic: Session to Session Command History (Human Readable)
- Replies: 6
- Views: 4758
- Mon Feb 21, 2011 8:30 pm
- Forum: Artificial Intelligence
- Topic: Engine bots
- Replies: 9
- Views: 17690
Re: Engine bots
I like what you mentioned there, you can use it in any mod without QuakeC editing for the most part.leileilol wrote: - no hackery up of mods to put a qc bot in (Testing convenience? doesn't seem effective on menu-based stuff like TF, and FVF...)
- Fri Jan 28, 2011 7:23 pm
- Forum: Programming Tutorials
- Topic: Adding CSQC Support To The Quake Engine
- Replies: 19
- Views: 9942
- Fri Jan 28, 2011 6:43 pm
- Forum: Programming Tutorials
- Topic: Adding CSQC Support To The Quake Engine
- Replies: 19
- Views: 9942
Sweet! (i hate to ask. but could you add in the extra steps to add it into fitzquake?) Well, all this tutorial is was a wordy diff between Spike's CSQC WinQuake and GLQuake, to be honest it be a lot better to just use winmerge to implement it, this would be even better for customized engines, you c...
- Fri Jan 28, 2011 6:34 pm
- Forum: Programming Tutorials
- Topic: Adding CSQC Support To The Quake Engine
- Replies: 19
- Views: 9942
Sweet! (i hate to ask. but could you add in the extra steps to add it into fitzquake?) Well, all this tutorial is was a wordy diff between Spike's CSQC WinQuake and GLQuake, to be honest it be a lot better to just use winmerge to implement it, this would be even better for customized engines, you c...
- Fri Jan 28, 2011 6:02 pm
- Forum: Programming Tutorials
- Topic: Adding CSQC Support To The Quake Engine
- Replies: 19
- Views: 9942
- Thu Jan 27, 2011 12:38 am
- Forum: Engine Programming
- Topic: CSQC, MenuQC, effectinfo.txt, skeletal models -> Makaqu
- Replies: 21
- Views: 4256
The dreamcast is too slow for this kind of thing. If you want development for the dreamcast you'd have to start over. Not only that but the market is so sparse for it so it's a waste of effort. Nonsense!!!!! The market is grand, new RETAIL games come out every single year!!! (These RETAIL games are...