Search found 368 matches

by Team Xlink
Thu Jul 15, 2010 2:45 am
Forum: Programming Tutorials
Topic: help, quake HUD customization
Replies: 5
Views: 2325

Hazematman wrote:Thats great to know, thank you very much
No problem
by Team Xlink
Thu Jul 15, 2010 2:20 am
Forum: Programming Tutorials
Topic: help, quake HUD customization
Replies: 5
Views: 2325

The HUD is done in the engine, mainly in sbar.c
by Team Xlink
Mon Jul 12, 2010 4:50 pm
Forum: General Programming
Topic: Kurok mp3 help
Replies: 7
Views: 3822

Yeah, do the clean thing.

make clean -f mexicouger

It deletes all the compiled files and recompiles it all from scratch,
by Team Xlink
Mon Jul 12, 2010 4:44 pm
Forum: Programming Tutorials
Topic: Complete QuakeSrc PSP Tutorial Compatibility Guide
Replies: 12
Views: 5247

The funny thing is he tried all of these LOL. But yes, useful, I guess. Not all of them, the ones I didn't try I looked at the code and compared things, the such, for example if it has g calls that aren't native to the psp api, that automatically means not 100% native compatibility. For example the...
by Team Xlink
Sun Jul 11, 2010 9:24 pm
Forum: Programming Tutorials
Topic: Complete QuakeSrc PSP Tutorial Compatibility Guide
Replies: 12
Views: 5247

Complete QuakeSrc PSP Tutorial Compatibility Guide

Hello. This post is to list all of the Quake Engine tutorials on QuakeSrc that are compatible with the PSP, and the amount of modification needed to adapt them to the psp. The ones that were tested were done in Bakers modified Kurok engine, if the tutorial didn't apply it was done in the standard PS...
by Team Xlink
Sun Jul 11, 2010 6:37 pm
Forum: Gameplay & Design
Topic: Stealth gameplay
Replies: 22
Views: 17028

The player thinks he has advantage, until the player notice's there surprised assaults were totally expected, such the player starts to investigate, he opens the radio and notices it can record messages to so, he records a message and sets it to play and leaves it in a closest, while going to the ma...
by Team Xlink
Sun Jul 11, 2010 6:21 pm
Forum: General Programming
Topic: Kurok mp3 help
Replies: 7
Views: 3822

Baker's, psp engine fix's this:

http://forums.inside3d.com/viewtopic.ph ... c&start=45

Revision 9
by Team Xlink
Wed May 05, 2010 12:15 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6124230


Looks awesome!

It doesn't even look like a quake based game!
by Team Xlink
Mon May 03, 2010 2:15 am
Forum: Gameplay & Design
Topic: Stealth gameplay
Replies: 22
Views: 17028

This would be an interesting game, a really fun with with AI and depth ahead of its time even if it wasn't in the latest and greatest stuff. Other games try to create a whole world but one thing I think they lack is the NPC interaction aspect. For example, in Half-Life, I walk up to an NPC, that say...
by Team Xlink
Sun May 02, 2010 8:23 pm
Forum: Engine Programming
Topic: Missing File Substitution In Engines
Replies: 10
Views: 3815

Missing File Substitution In Engines

Hello.

Are there any engines other then DarkPlaces that support this feature?

Thank you.
by Team Xlink
Fri Apr 30, 2010 7:53 pm
Forum: General Discussion
Topic: Paroxysm
Replies: 3
Views: 1312

Chillo wrote:thanks so much!
Your welcome.
by Team Xlink
Fri Apr 30, 2010 7:52 pm
Forum: Programming Tutorials
Topic: [Tutorial PSP]-Compiling Quake For The PlayStation Portable.
Replies: 38
Views: 30113

Jukki wrote:i cant complie. Cygwin says something about mkpasswd and mkgroup

nvm. I got it working thank you :)
No problem, its nice to see more people developing Quake on the PSP.
by Team Xlink
Thu Apr 29, 2010 7:33 pm
Forum: General Discussion
Topic: Paroxysm
Replies: 3
Views: 1312

by Team Xlink
Wed Apr 28, 2010 2:04 am
Forum: General Discussion
Topic: Favorite Version of Team Fortress
Replies: 41
Views: 7718

It's the 21st century. The likeliness of not being able to run Quake is at an all-time low. You have to have something worse than a 486 DX4 if you seriously can not run Quake. Even THAT can run Quake, even on GL ports with a 3D card 2 generations behind the Rage128 It wouldn't run non software Quak...
by Team Xlink
Wed Apr 28, 2010 1:56 am
Forum: Programming Tutorials
Topic: Theoretical NetQuake "Reconnect" Cmd Fix
Replies: 6
Views: 3219

So all you have to do to make it 100% fool proof, and working is stuffcmd disconnnect before it trys to reconnect.