Search found 924 matches

by goldenboy
Sun Oct 26, 2008 2:15 pm
Forum: General Discussion
Topic: Quake really needs some generic .mdl open source models
Replies: 88
Views: 15421

And, finally, Remake will be open source so you can take the maps, code, and add md3 models and DP features and CSQC menus later and release your own version for Darkplaces, and then you will have your next-gen Quake mod. And everybody will be happy. Except the guys with slower computers, and deathm...
by goldenboy
Sun Oct 26, 2008 2:05 pm
Forum: General Discussion
Topic: Quake really needs some generic .mdl open source models
Replies: 88
Views: 15421

And what is it that's wrong about the HUD?

Is it the HUD graphics, or the whole look and layout?

Graphics aren't the problem, there are faithful high-quality replacements that look like the original, but better.

Layout/usage? How would a better HUD look?
by goldenboy
Sun Oct 26, 2008 1:59 pm
Forum: General Discussion
Topic: Quake really needs some generic .mdl open source models
Replies: 88
Views: 15421

Now, on that (and then I think I'll just stop rambling on these issues altogether), I have some reservation. My view of the mapping community is that there are still a majority of mappers (I hate to view it as a monolothic entity, I do know it's made up of different personalities, but I guess there...
by goldenboy
Tue Oct 14, 2008 11:27 pm
Forum: Engine Programming
Topic: .alpha
Replies: 24
Views: 7296

Baker, thanks for your offer, but it's not (a request). I could even do it myself. I prefer not to fork engines, too. I lost my reply to a browser crash, so I'll make it shorter. It's not the "I want blah on Linux" frustration. I can play what I want and need, and I can hack engines where ...
by goldenboy
Tue Oct 14, 2008 9:35 pm
Forum: Engine Programming
Topic: .alpha
Replies: 24
Views: 7296

I admit I made it sound a little provocative on purpose. You'll have to admit there is a grain of truth in there though. :-P Keeping a Quake engine crossplatform should be as easy (or hard) as not adding OS-specific code. Remember it was crossplatform at the beginning. Becoming OS-specific is a degr...
by goldenboy
Tue Oct 14, 2008 10:32 am
Forum: Engine Programming
Topic: .alpha
Replies: 24
Views: 7296

Examples would be Nehahra, Marcher or Warpspasm that were special enough that people were willing to download a custom engine specifically to play it. (AguirRe's) Nehquake requires Windows, Joequake doesn't run all of Nehahra, on Linux at least. Warp practically requires AguirRe's engines, which re...
by goldenboy
Mon Oct 13, 2008 5:47 pm
Forum: Engine Programming
Topic: .alpha
Replies: 24
Views: 7296

.alpha

Baker wrote elsewhere: Closer to being accepted: transparentish glass (.alpha) in brush models The Remake Quake project is strongly considering dropping .alpha since it breaks compatibility. Crossplatform considerations also play into this. The day Joequake, Fitzquake, Tyrquake and Fruitz of Dojo st...
by goldenboy
Sat Oct 04, 2008 1:55 am
Forum: General Discussion
Topic: Kurok total conversion.
Replies: 39
Views: 10835

Congrats for pulling off a TC / episode on your own. I was playing this on Linux, using Tyrquake. It didn't want to load the Welcome to Kurok map (?), but I could load maps by hand. It wasn't so good naming them e1m1 etc because that's Quake's naming scheme. k1m1 etc would have been better. I could ...
by goldenboy
Sat Sep 27, 2008 12:18 am
Forum: QuakeC Programming
Topic: Grunt VWep mod.
Replies: 3
Views: 1908

Does someone still have this? It seems to have gotten lost.

If so, could you up it to shubhub please?

pretty please?

gb