Search found 1054 matches
- Mon Nov 18, 2013 2:58 am
- Forum: QuakeC Programming
- Topic: Tutorbot Chasing Enemies
- Replies: 7
- Views: 2390
Re: Tutorbot Chasing Enemies
Whenever something is happening in other engines, but not DarkPlaces, it wouldn't hurt to reach out to LordHavoc about it. He has implemented a number of "catch-all" portions to the engine where it corrects for common mistakes, this can quickly reveal to you what is happening.
- Sat Nov 09, 2013 4:42 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127268
Re: What are you working on?
Well now that I've got the Facing Worlds music stuck in my head for the rest of the night...
- Wed Oct 23, 2013 4:33 am
- Forum: General Discussion
- Topic: Inviting "veterans" modders to say "hi"
- Replies: 76
- Views: 34000
Re: Inviting "veterans" modders to say "hi"
Hi Tux!
Wow, five year bump... Last time this thread saw activity I was settling in to my first home with my wife...
Wow, five year bump... Last time this thread saw activity I was settling in to my first home with my wife...
- Tue Sep 24, 2013 2:21 am
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 139158
Re: The TrenchBroom Level Editor for Quake
Newsed, and posted to the Quake Facebook page =)
- Fri Sep 13, 2013 4:47 am
- Forum: General Discussion
- Topic: Releasing an engine I was beta testing?
- Replies: 16
- Views: 5300
Re: Releasing an engine I was beta testing?
Baker, he posted this where it would be seen by the people interested in it. Those people have seen it, given feedback, and appreciate what he has done. This is a small community, though one that is difficult to gauge in scope because most people don't regularly comment. He is acting in the interest...
- Wed Sep 11, 2013 3:37 pm
- Forum: General Discussion
- Topic: Releasing an engine I was beta testing?
- Replies: 16
- Views: 5300
Re: Releasing an engine I was beta testing?
Honestly, waiting more than double the proposed upper limit which he agreed to, I think you would be in the clear for this. From your description of it, I don't think you would be unveiling some super secret thing, but rather just a case of solid work that was kept quiet because of a desire to show ...
- Wed Aug 14, 2013 10:20 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127268
Re: What are you working on?
Very cool stuff, and this may be a moot issue with normal corpse health, but I noticed that the corpses always rotate counter-clockwise when shot, it might be nice to have the rotation be based upon the damaging angle, or at least set randomly to rotating clockwise or counter-clockwise when damage i...
- Tue Aug 13, 2013 8:06 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127268
Re: What are you working on?
Looking nice and ghastly ajay.
Seven, I'd like to see a video of the improved version, mankrip's feedback was a much improved version of my thoughts, so I'm really interested in seeing how it turned out =)
Seven, I'd like to see a video of the improved version, mankrip's feedback was a much improved version of my thoughts, so I'm really interested in seeing how it turned out =)
- Sat Aug 10, 2013 11:10 pm
- Forum: General Discussion
- Topic: John Carmack to work primarily on Oculus Rift
- Replies: 33
- Views: 13511
Re: John Carmack to work primarily on Oculus Rift
It is worth noting that Oculus has job postings for engine coders who specialize in Unreal and Unity, I imagine Carmack fulfills their need for engine coders familiar with idtech... Seems like they're aiming themselves at being a supporting peripheral for many engines. And that is just for jobs they...
- Thu Aug 08, 2013 3:45 pm
- Forum: General Discussion
- Topic: John Carmack to work primarily on Oculus Rift
- Replies: 33
- Views: 13511
Re: John Carmack to work primarily on Oculus Rift
And Matt Hooper is also at Oculus, http://www.linkedin.com/in/hoopermatt
- Thu Aug 08, 2013 2:21 pm
- Forum: General Discussion
- Topic: John Carmack to work primarily on Oculus Rift
- Replies: 33
- Views: 13511
Re: John Carmack to work primarily on Oculus Rift
One can only hope nothing crazy like Carmack working for Newell never happens.
I don't really know what to make of this, other than it being a boon for Oculus Rift. There is little exciting happening in games these days anyhow.
I don't really know what to make of this, other than it being a boon for Oculus Rift. There is little exciting happening in games these days anyhow.
- Wed Aug 07, 2013 8:52 pm
- Forum: General Discussion
- Topic: John Carmack to work primarily on Oculus Rift
- Replies: 33
- Views: 13511
Re: John Carmack to work primarily on Oculus Rift
My time division is now Oculus over Id over Armadillo. Busy busy busy! It is a big change of pace to go from working on carefully engineered code for the long haul to PANICKY STARTUP CODING FOR THE NEXT DEMO. Oculus specifying he is working full time, Bethesda acknowledging that he has office space...
- Sat Aug 03, 2013 1:20 am
- Forum: General Discussion
- Topic: QuakeScheme?
- Replies: 13
- Views: 3591
Re: QuakeScheme?
Your description of LISP sounds like something might reserve for a harmless troll...
I don't know jack about LISP versus C et al, so I don't know how QuakeScheme would've impacted modding.
I don't know jack about LISP versus C et al, so I don't know how QuakeScheme would've impacted modding.
- Fri Aug 02, 2013 3:12 pm
- Forum: General Discussion
- Topic: QuakeScheme?
- Replies: 13
- Views: 3591
QuakeScheme?
Didn't get to watch much of it, nor do I know off the top of my head where to find it, but during Carmack's keynote speech he spoke of how he had been wondering how it would've been had instead of making QuakeC, he made QuakeScheme. It was an interesting little side note, and then he went off on a t...
- Thu Jul 25, 2013 12:32 am
- Forum: General Discussion
- Topic: Doom³ BFG Edition not starting up
- Replies: 11
- Views: 4826
Re: Doom³ BFG Edition not starting up
This thread might be useful to you: http://forums.steampowered.com/forums/showthread.php?t=1094961 Also this Doomworld thread linked here: http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_draw_elements_base_vertex And if all else fails, poke around in the CFGs and check what resolution...