Search found 1026 matches
- Wed Jun 01, 2011 5:49 pm
- Forum: General Discussion
- Topic: Mod Request - Mapper-friendly mod with darkplaces features
- Replies: 39
- Views: 8755
I made a mod a long time ago, it began from Reltest, that had basically every mapper-centric feature I could think of - nearly everything from both mission packs, painkeep's mapping stuff and all the stuff from Custents. It was a monstrosity. I wouldn't mind doing it over as kind of a quick thing fo...
- Tue May 31, 2011 3:34 pm
- Forum: Artificial Intelligence
- Topic: Complete list of Quake bots
- Replies: 11
- Views: 10078
If you want to add bots to your mod and not instead mod a bot's code base there's only three I know of: FrikBot, GlacierBot (FrikBot based) and Tutorbot. If you're open to using decompiled code there's also the Reaper and Zeus bots. If you're open to modifying the bot's code base instead of adding t...
- Tue May 31, 2011 9:00 am
- Forum: General Discussion
- Topic: Mod Request - Mapper-friendly mod with darkplaces features
- Replies: 39
- Views: 8755
Reltest? or something like it?scar3crow wrote:Additional feature ideas:
- Rotating brushes
Movable triggers (buttons in elevators for example)
Moving liquids (raising or lowering water/lava/slime level)
APPEAR spawnflag for items
misc_model
misc_sound
- Fri May 27, 2011 12:34 am
- Forum: QuakeC Programming
- Topic: clean minimalistic Quake C for schools
- Replies: 19
- Views: 5979
Re: clean minimalistic Quake C for schools
void StartFrame(); .... void PlayerPreThink(); ........ name makes sense but it is PlayerPrePhysics(); void PlayerPostThink(); ....... PlayerPostPhysics(); void ClientKill(); ................... GameQuit() void ClientConnect(); .......... PlayerAdded() void ClientDisconnect(); ...... PlayerRemoved(...
- Fri May 27, 2011 12:11 am
- Forum: General Discussion
- Topic: song - Quake With Me / Frag With Me
- Replies: 8
- Views: 2774
You know broadband has taken over when people don't know what a Low Ping Bastard is anymore.
- Thu May 26, 2011 6:02 pm
- Forum: Quake Events
- Topic: Quake Expo 2011
- Replies: 164
- Views: 115749
Re: *blush*
While I feel very flattered that FrikaC thinks my opinion should matter here, I also feel QExpo is a concept that needs to move with its time and,while it's cool to have the opinions of the Q1 old farts (like me), I personally enjoy seeing the decision-making process go from hand(s) to hand(s). I d...
- Thu May 26, 2011 5:04 pm
- Forum: Engine Programming
- Topic: Engine Philosophy Discussion
- Replies: 40
- Views: 8820
Re: Engine Philosophy Discussion
frag.machine wrote: Actually, there were a lot of easy to implement improvements (like alias interpolation) left out, to the point you could call Quake a "spartan" 3D engine.
- Tue May 24, 2011 4:26 pm
- Forum: General Discussion
- Topic: scar3crow, Sajt, FrikaC, LordHavoc
- Replies: 22
- Views: 6751
I have a new version of Qake almost ready, with deathmath/coop and a QuakeC VM using KrimZon's kzqcvm implementation. If I can find maybe 10-12 hours before June 19th I can get some of the kinks worked out and make it ready for release. Work has been a bit devastating to my time though. If I can get...
- Thu Apr 28, 2011 4:07 pm
- Forum: Quake Events
- Topic: Quake Expo 2011
- Replies: 164
- Views: 115749
I'd say right before the event lock new registrations, do a pass and check for any booths that seem suspect, email the people that registered for those booths to see if they seem sane. Then open it to the public. No registering once it's underway. I think this is how the first expo worked. Some of t...
- Wed Apr 27, 2011 4:51 pm
- Forum: Quake Events
- Topic: Quake Expo 2011
- Replies: 164
- Views: 115749
That's not so strange, I mean don't you readnegke wrote: I'm a bit sceptical that booth registration is already possible, two months before the event.
history?
- Wed Apr 27, 2011 12:05 am
- Forum: Quake Events
- Topic: Quake Expo 2011
- Replies: 164
- Views: 115749
Does this site have the official backing of the Quake 1 modding community? The answer matters. What matters to me personally is CocoT's seal of approval. CocoT invented the very idea of the QExpo. I say we make a faux monarchy of approval system. CocoT gives approval first, should he be unable to f...
- Sat Apr 09, 2011 5:34 am
- Forum: Engine Programming
- Topic: Populist Features
- Replies: 19
- Views: 3940
I can't speak for Joe the Player. Things I want are modding-centric because that's what I do. Things mappers want are mapper specific because that's what they do. Things QW players want are things that make their QW game more unfair..err...I mean 'fun'....yeah. Things engine coders want are crazy te...
- Tue Apr 05, 2011 7:32 pm
- Forum: General Discussion
- Topic: QuakeC Lessons for the Experienced Newb
- Replies: 14
- Views: 4288
Something that hasn't been mentioned is self becomes the ThrowHead, in this case the knight becomes h_knight.mdl, where as the ThrowGib are new entities that are spawned like when firing a rocket. I kinda did when I said ThrowHead is basically a clone of ThrowGib with one important difference, inst...
- Tue Apr 05, 2011 4:19 pm
- Forum: General Discussion
- Topic: Openning of Darkplaces Wiki
- Replies: 42
- Views: 28850
- Tue Apr 05, 2011 4:09 pm
- Forum: General Discussion
- Topic: QuakeC Lessons for the Experienced Newb
- Replies: 14
- Views: 4288
Last thing I dont understand is, why is the head-gib always lying/positioned on the floor like it is modelled/visible in QME. (example: soldiers head is looking upwards) And all 3 other gibs are lying in a random position/condition. I couldnt find the code that is responsible for this. There's a fe...