Search found 368 matches

by Team Xlink
Fri Sep 03, 2010 8:23 pm
Forum: Artificial Intelligence
Topic: Life-Like AI vs Good AI
Replies: 27
Views: 22698

Life-Like AI vs Good AI

The Goal of AI and Bots are to make a computer opponent that behaves like a human opponent. Life-like AI isn't always good ai. For example, these are some examples that I have seen while playing with friends. If someone is typing a message we don't kill them. If someone is trying to do a glitch, get...
by Team Xlink
Fri Aug 27, 2010 8:39 pm
Forum: Quake Events
Topic: QExpo 2010?!
Replies: 8
Views: 8821

I also wonder if it is happening or not.

I have some things I want to dust off, clean up and maybe release, and maybe release.
by Team Xlink
Thu Aug 19, 2010 12:57 am
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13770

It looks like I will be implementing DP_CHECKEXTENSIONS in the engine I'm using.

EDIT: I am just going to use the original version of OrionTF for now.

EDIT2: Nevermind, I am just disableing DP_CHECKEXTENSIONS.

Also, you do a fantastic job on this!
by Team Xlink
Thu Aug 19, 2010 12:25 am
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13770

So does this mean, if our engine supports DP_SVNODRAWTOCLIENT and DP_SVDRAWONLYTOCLIENT, it won't work because it requires DP_CHECKEXTENSIONS?
by Team Xlink
Mon Aug 16, 2010 10:38 pm
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13770

OK I finally decided to update this. There are now 18 waypointed maps in total, and that visible weapon bug was fixed. It's now handled by 'temp1' cvar. Also detpacks will now destroy walls, grates etc. File (10mb): http://www.quaketastic.com/upload/files/multiplayer/mods/oriontf_beta2.zip So does ...
by Team Xlink
Fri Aug 13, 2010 5:19 pm
Forum: General Discussion
Topic: idTech5 not available for external license
Replies: 24
Views: 5305

From what I see this is a good thing.

This means the source will likely be released because of the lack of third party companies using the engine.
by Team Xlink
Tue Jul 27, 2010 6:04 am
Forum: General Discussion
Topic: Inside3D Asks #5 : What...
Replies: 42
Views: 7710

of course there's super top down quake, which is like that very old school "Gauntlet" game. i released an alpha before SD Duke Quake was shut down. i got the top down working somewhat, but multiplayer was broken, i think because i was calling a WriteByte or WriteMessage or something every...
by Team Xlink
Tue Jul 27, 2010 5:49 am
Forum: Engine Programming
Topic: Makaqu
Replies: 128
Views: 34636

Sweet, I came across your post about compiling Makaqu at:

http://makaqu.tumblr.com/post/719671180

But it is only for an R1 Dev Disc, not an R 2, thank you for the help, mk.
by Team Xlink
Tue Jul 27, 2010 3:08 am
Forum: Engine Programming
Topic: Makaqu
Replies: 128
Views: 34636

Is there an svn I could get updated code from? And now all I have to do is learn to compile for the DreamCast, but to do that, I need to download and install everything manually into my current Cygwin (It is setup to compile for PSP), and I haven't found a guide, but I will keep searching Thank you.
by Team Xlink
Mon Jul 26, 2010 11:23 pm
Forum: General Discussion
Topic: Inside3D Asks #5 : What...
Replies: 42
Views: 7710

A Completely Stand Alone TeamFortress PSP Quake with bots, I never finished it because it was nearly impossible to play against the bots because of the limited controls and the fact that the analog simulates a mouse and the game is based around a mouse.
by Team Xlink
Mon Jul 26, 2010 10:04 pm
Forum: Engine Programming
Topic: Makaqu
Replies: 128
Views: 34636

When you release Makaqu V2, are you going to release the source code with it? Or is it already available, and I just can't find it?
by Team Xlink
Wed Jul 21, 2010 10:31 pm
Forum: Programming Tutorials
Topic: Complete QuakeSrc PSP Tutorial Compatibility Guide
Replies: 12
Views: 5247

Spirit wrote:Nice work and even nicer that you share it so well. Thanks!

I'd recommend mentioning the exact target you tried these with though, I assume it was one specific quake port (the fitzquake->kurok thing?)

I posted it at the top of tutorial, thank you.
by Team Xlink
Wed Jul 21, 2010 6:07 pm
Forum: General Discussion
Topic: SuperDuper Quake is back and better than EVER!
Replies: 90
Views: 135114

That looks amazing!
by Team Xlink
Mon Jul 19, 2010 8:45 pm
Forum: Engine Programming
Topic: (okay stupid question) how ipass info from qc to engine PLZZ
Replies: 1
Views: 836

You could create a new stat in the engine, or if your not using the armor stat you could use that instead.
by Team Xlink
Fri Jul 16, 2010 4:25 am
Forum: QuakeC Programming
Topic: mutiplayer menu episode select
Replies: 11
Views: 2131

I made a tutorial on that a while back:

http://forums.inside3d.com/viewtopic.php?t=1657