Search found 207 matches

by hondobondo
Wed Nov 02, 2011 6:41 pm
Forum: QuakeC Programming
Topic: best way to make a player fly?
Replies: 1
Views: 867

best way to make a player fly?

you know like an airplane... constant forward speed, mouse controlled direction. can i just remove the ground flag?
by hondobondo
Tue Nov 01, 2011 3:30 pm
Forum: General Discussion
Topic: SuperDuper Quake 3.0 Alpha Beta!
Replies: 5
Views: 2039

Re: SuperDuper Quake 3.0 Alpha Beta!

from the ModDB page: this is the latest version, but it is a BETA. or rather, an alpha of a beta...meaning, DO NOT USE THE GOD POWERS! i cannot stress this enough. do not even try to access them. also: obits not working; "such and such player killed the ..." not working; frags not balance...
by hondobondo
Tue Nov 01, 2011 3:24 pm
Forum: General Discussion
Topic: SuperDuper Quake 3.0 Alpha Beta!
Replies: 5
Views: 2039

Re: SuperDuper Quake 3.0 Alpha Beta!

from the ModDB page: this is the latest version, but it is a BETA. or rather, an alpha of a beta...meaning, DO NOT USE THE GOD POWERS! i cannot stress this enough. do not even try to access them. also: obits not working; "such and such player killed the ..." not working; frags not balance...
by hondobondo
Tue Nov 01, 2011 8:13 am
Forum: General Discussion
Topic: SuperDuper Quake 3.0 Alpha Beta!
Replies: 5
Views: 2039

SuperDuper Quake 3.0 Alpha Beta!

from the ModDB page: this is the latest version, but it is a BETA. or rather, an alpha of a beta...meaning, DO NOT USE THE GOD POWERS! i cannot stress this enough. do not even try to access them. also: obits not working; "such and such player killed the ..." not working; frags not balance,...
by hondobondo
Sat Oct 29, 2011 11:58 pm
Forum: QuakeC Programming
Topic: runaway loop...
Replies: 5
Views: 1416

Re: runaway loop...

CycleWeaponCommand double check the condition of the loop in there that error listing is saying in PlayerPostThink it called W_WeaponFrame, which picked up an impulse then called ImpulseCommands which parses the impulse to call CycleWeaponCommand which got stuck in a loop. exactly what i needed. TH...
by hondobondo
Fri Oct 28, 2011 3:58 pm
Forum: QuakeC Programming
Topic: runaway loop...
Replies: 5
Views: 1416

runaway loop...

which code is the problem? can anyone tell from this? it happens when i grab a powerup, but if i use a cheat, it doesn't happen until i access CycleWeaponCommand, but i've used the same code before, only with cosmetic changes... PR_ExecuteProgram: runaway loop 4 PR_ExecuteProgram: runaway loop 3 PR_...
by hondobondo
Tue Oct 11, 2011 8:29 pm
Forum: General Discussion
Topic: Quake Non Copyright Violating Torrent
Replies: 10
Views: 2214

Re: Quake Non Copyright Violating Torrent

specifically, i have two directories on my machine, one is the quake game, and the other is all kinds of quake downloads. i will be creating the torrent from the second, minus quake and expansion pak files, my superduper quake files made from the duke nukem hrp, and shrek. i think the rest are all a...
by hondobondo
Tue Oct 11, 2011 8:13 pm
Forum: General Discussion
Topic: Quake Non Copyright Violating Torrent
Replies: 10
Views: 2214

Re: Quake Non Copyright Violating Torrent

ironically for something called a non-copyright violating torrent you could be violating copyrights of authors' work by smudging them into one big fat file they didn't ask to be redistributed in (much like shovelware which stirred controversy here and there in the past for no permission being repac...
by hondobondo
Tue Oct 11, 2011 4:01 pm
Forum: General Discussion
Topic: Quake Non Copyright Violating Torrent
Replies: 10
Views: 2214

Re: Quake Non Copyright Violating Torrent

yeah i will definitely leave everything as is. no one file rar crud. that way you can decide what you want to download or not
by hondobondo
Tue Oct 11, 2011 4:40 am
Forum: General Discussion
Topic: Quake Non Copyright Violating Torrent
Replies: 10
Views: 2214

Quake Non Copyright Violating Torrent

i have an enormous collection of Quake 1 related stuff (~8 GB) collected over the past 15 years or so... my question is would anyone be interested in me creating a torrent and passing it out? i would definitely not include the id1 pak files unless i could get a guarantee from those i sent the torren...
by hondobondo
Sat Oct 08, 2011 6:55 pm
Forum: General Discussion
Topic: Leaving the Quake Community
Replies: 32
Views: 6423

Re: Leaving the Quake Community

p.s. public whining is just immature. just leave gracefully. or PM geez
by hondobondo
Sat Oct 08, 2011 6:54 pm
Forum: General Discussion
Topic: Leaving the Quake Community
Replies: 32
Views: 6423

Re: Leaving the Quake Community

im not a software major, so i have trouble sometimes, but Quake and QuakeC are really the easiest things to break into FPS modding. the tools are free, the code is more or less figure-out-able. try working on a lithtech mod without any C experience. when i started, mods required VS6 or some nigh unc...
by hondobondo
Thu Oct 06, 2011 7:38 pm
Forum: Mapping
Topic: Converting Doom maps to Quake
Replies: 23
Views: 9468

Re: Converting Doom maps to Quake

late to thread..... made an episode in oblige, decompiled in winbspc, but the 6-7th maps wouldnt decompile, prob size issues or whatever. but the other .maps loaded in bsp just fine, added a world light entity and compiled with a few errors. totally playable. maybe with some lua editing on one side ...
by hondobondo
Thu Oct 06, 2011 6:38 pm
Forum: General Discussion
Topic: RAGE's Quake Room
Replies: 20
Views: 3975

Re: RAGE's Quake Room

i think its awesome. LONG LIVE QUAKE
by hondobondo
Wed Jul 27, 2011 5:48 pm
Forum: Artificial Intelligence
Topic: My Quake engine enhancements
Replies: 22
Views: 20247

sounds awesome

though i do have one question: will mods have to be rewritten in lua or will the engine read standard progs.dat? not that i'm complaining. learning lua sounds like fun