Search found 58 matches

by siska.robert
Thu Nov 03, 2011 6:53 pm
Forum: QuakeC Programming
Topic: best way to make a player fly?
Replies: 1
Views: 858

Re: best way to make a player fly?

Look at tutorials here on inside3d. There is one just for you.
by siska.robert
Thu Oct 27, 2011 8:37 pm
Forum: QuakeC Programming
Topic: traceline monster
Replies: 2
Views: 945

Re: traceline monster

I thought it's just some BS :)

thanks for quick reply!

EDIT: heh, it's also in defs.qc commentary.
by siska.robert
Thu Oct 27, 2011 7:22 pm
Forum: QuakeC Programming
Topic: traceline monster
Replies: 2
Views: 945

traceline monster

Hi.
I've read specifications of traceline, and argument nomonster puzzles me. How does it recognize monsters from other entitites? :?
by siska.robert
Sun Aug 21, 2011 4:53 pm
Forum: Engine Programming
Topic: Vanilla "WinQuake" on Linux?
Replies: 15
Views: 2993

SDLquake from it's official site can't be compiled on 64-bit, because it uses 32-bit assembler... Also, even when compiling on 32-bit, I couldn't get networking to work :( I guess it's really old piece of software. But have a look at quakespasm, my fauvorite software-rendered engine!
by siska.robert
Wed Aug 10, 2011 11:08 am
Forum: Engine Programming
Topic: DOS Quake v1.07 (or newer)
Replies: 15
Views: 4252

leileilol wrote:what a shame
Shame indeed :roll: Thanks, leileilol.
by siska.robert
Tue Aug 09, 2011 3:06 pm
Forum: General Discussion
Topic: Looking for mods to try out on the psp
Replies: 21
Views: 4074

Biodude wrote:Did you get my message on moddb?
I did. Sorry for delay!
by siska.robert
Tue Aug 09, 2011 2:12 pm
Forum: General Discussion
Topic: Looking for mods to try out on the psp
Replies: 21
Views: 4074

ceriux wrote:so any suggestions?
Could you please try out my Portal mod? I'm just curious whether it works. Real problem with this one would be controls layout...(L/R Button for red/blue portals would be cool though :) )
by siska.robert
Sun Aug 07, 2011 1:00 pm
Forum: Engine Programming
Topic: DOS Quake v1.07 (or newer)
Replies: 15
Views: 4252

mh wrote:These changes were subsequently picked up by ID and rolled into an official 1.07 release.
Aa-hah!
reckless wrote:hmm i still got the cd might try and have a go at it :)
that would be sweet :)
by siska.robert
Sun Aug 07, 2011 12:19 am
Forum: Engine Programming
Topic: DOS Quake v1.07 (or newer)
Replies: 15
Views: 4252

Alright. I'm glad that there is engoo then :)

Now, just of the curiosity, did not the Scourge of Armagon run on DOS? If so, it couldn't be on 1.06 engine (imho!) since it doesn't support all that hipnotic's stuff... I'm puzzled :D
by siska.robert
Sat Aug 06, 2011 6:08 pm
Forum: Engine Programming
Topic: DOS Quake v1.07 (or newer)
Replies: 15
Views: 4252

I certainly am aware of engoo, I just wanted something simpler. Without all those lookup tables and whatnot. (Althought I'm also aware of -ugly switch...)

Is there problem with distributing that hipnotic's dosquake? Or just nobody has got it anymore? :)
by siska.robert
Sat Aug 06, 2011 11:34 am
Forum: Engine Programming
Topic: DOS Quake v1.07 (or newer)
Replies: 15
Views: 4252

DOS Quake v1.07 (or newer)

Hi. My quake modification takes advantage of changing gravity that was introduced in Scourge, I belive... I've never bought any expansion pack, so all I have is v1.06 engine. I know modern engines can do this, but I need DOS support as well :) So, can you please send or link me to newer version of D...
by siska.robert
Sat Aug 06, 2011 9:54 am
Forum: Modeling
Topic: Blender MDL export
Replies: 45
Views: 33165

Jukki wrote:First time spam bot actualy somehow maaged to sta on topic O.o
inside3d.com owns the most intriguing spam bots... Maybe it was digging in Artificial Inteligence threads too much :)
by siska.robert
Mon Aug 01, 2011 9:49 am
Forum: General Discussion
Topic: .gravity in quake engines
Replies: 2
Views: 962

Thanks. I need to play those expansion packs sometime...
by siska.robert
Mon Aug 01, 2011 7:11 am
Forum: General Discussion
Topic: .gravity in quake engines
Replies: 2
Views: 962

.gravity in quake engines

Hi.

I noticed, that when you set entity.gravity, it changes gravity for that entity. At least it does in almost all engines, but it doesn't in original dos engine (v1.06).

Was it something that was added in some later version?
by siska.robert
Fri Jul 29, 2011 9:57 am
Forum: General Discussion
Topic: VIM editor
Replies: 11
Views: 2090

OT: I do not believe it! :) Don't sweat it :) I bet half of the world thinks we speak russian in czech rep. I don't blame them, it's same language family after all... But we don't use that wacko russian alphabet :) vim is primary intended to be just editor, but it's SO flexible and programmable, tha...