Search found 207 matches

by hondobondo
Tue Feb 22, 2011 3:04 am
Forum: QuakeC Programming
Topic: endless enemy spawn
Replies: 25
Views: 4883

Spirit wrote:Using hondobondo's code (thanks!) I now get monsters that arrange in a nice circle around me but stay on a distance. Is that a bug in the code above or did I screw up something (in my horrid code base)?
not sure what you mean. maybe you could post a screenshot
by hondobondo
Mon Feb 07, 2011 3:43 am
Forum: QuakeC Programming
Topic: Why...
Replies: 17
Views: 2633

i bet either you're keyboard is bad or you have a gamepad plugged in
by hondobondo
Thu Jan 27, 2011 10:25 pm
Forum: QuakeC Programming
Topic: Question about shotgun...
Replies: 7
Views: 1657

Re: Question about shotgun...

Orion wrote:Hey, I just have a little curiosity on FireBullets.
I know it uses a vector to define horizontal and vertical spread, but I want to know the following: 0.1 in the vector means how many degrees of spread?
5 degrees.

haha just kidding. no idea. i usually just try numbers till i get what i want
by hondobondo
Sun Jan 23, 2011 3:59 pm
Forum: General Discussion
Topic: ...And the Hell freezes over!
Replies: 32
Views: 5814

it's a shooter with humor and personality. how many of those do we have? blood? duke nukem?
by hondobondo
Fri Jan 21, 2011 5:57 pm
Forum: Gameplay & Design
Topic: Weapon feedback
Replies: 32
Views: 22260

Super Duper Quake version brings the same sensation of destruction. That's another Per-made weapon actually. He started out making QCA-exclusive remakes of Duke weapons in 1997. SDQ only has it because it begun development back in 1997 when this little devastator qc patch existed . yeah i was about...
by hondobondo
Fri Jan 07, 2011 5:47 pm
Forum: General Discussion
Topic: happy new years! Super Duper Quake 2.8
Replies: 1
Views: 1431

made a booboo

i released it a sec too early. the multiprojectile won't work in most maps, so do this go to items.qc in folder .\NOHRP and find void () item_artifact_multiprojectile. open it in any text editor like notepad. add this line to the function: self.classname = "item_artifact_multiprojectile"; ...
by hondobondo
Fri Dec 24, 2010 7:01 pm
Forum: QuakeC Programming
Topic: Rusty on .qc
Replies: 5
Views: 1107

hmm ic so i need to focus more on what i want to call the trace line okay thanks! how about this what all is needed for a weapon pick up? (first person stuff not needed my mod will be all 3rd person) hmm after looking through the orginal progs i think i should start by giving the player a weapon to...
by hondobondo
Tue Dec 14, 2010 4:47 pm
Forum: QuakeC Programming
Topic: Spawn monsters on command
Replies: 17
Views: 2889

To use Sajt's approach you'll need to make sure all required models were previously precached by your code, not the regular monster code. Actually, you'll need to change existing code to not try to precache any model or sound during game execution (this leads to a fatal error in most if not all eng...
by hondobondo
Tue Dec 14, 2010 4:38 am
Forum: QuakeC Programming
Topic: Spawn monsters on command
Replies: 17
Views: 2889

Re: Spawn monsters on command

Let's say I wanted to make a gun that spawned monsters. Would I just spawn a new entity, just like spawning a shot entity, then call the 'monster_bla' function for it? Where are those functions, and what is the syntax for calling them in that context? local entity new,temp; new = spawn(); setorigin...
by hondobondo
Tue Dec 14, 2010 2:01 am
Forum: Engine Programming
Topic: tyrlite vs big maps vs mh_coloredlight
Replies: 26
Views: 5378

done it

http://www.moddb.com/mods/bondos-superduper-quake-25/downloads/superduper-quake-engine-096 there are some weird artifacts however, if you look close. (DON'T LOOK CLOSE) they're hard to miss, unfortunately http://media.moddb.com/cache/images/downloads/1/29/28799/thumb_620x2000/quake04.jpg http://med...
by hondobondo
Mon Nov 29, 2010 1:32 am
Forum: Engine Programming
Topic: Compiling Remake Quake
Replies: 4
Views: 1288

They're just warnings so they shouldn't be an issue, but for the record, C:\Q1Tests is one of the locations where I have a copy of Quake installed, and is the one I use for RMQ. If it does cause any problems you can always easily change it under Project | Properties | Linker | General. The exe is i...
by hondobondo
Sun Nov 28, 2010 5:04 pm
Forum: Engine Programming
Topic: Compiling Remake Quake
Replies: 4
Views: 1288

Compiling Remake Quake

installed sdl and sdl_net libs and include files and i get this: 1>C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(F:\downloads\backup2\games\q1\RMQEngine-2010-11-17-Test\MSVC\Debug\RMQ Engine MSVC.exe) does not match the Linker's OutputFile...
by hondobondo
Sun Nov 28, 2010 3:56 pm
Forum: General Discussion
Topic: The Problem of Quake's Player Base Size
Replies: 31
Views: 5519

ur pretty funny leleileielol