What are you working on?
Moderator: InsideQC Admins
would now be a good time to check the backups, before all the talk about phpbb failing causes it to fail?
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Yes, stop jinxing. It's too bad we lost Quakesrc and the old inside3d forums. But backing up good to start is now
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
I show my support of continuing this thread by posting in it.
Seriously, I am regular on another phpbb2 forum that is hosted on ancient hardware. It has a thread with 3000+ p�sts and no problems. And as Ƨajt said, there is no r⁂s⬤n to wӫrry. ☺
Seriously, I am regular on another phpbb2 forum that is hosted on ancient hardware. It has a thread with 3000+ p�sts and no problems. And as Ƨajt said, there is no r⁂s⬤n to wӫrry. ☺
Last edited by Spirit on Mon Aug 16, 2010 11:37 pm, edited 1 time in total.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Yup there is ne5cd2e6ac2fb436f44f06f419ca91c 2b2ed093957ee36ac34c342e61513708ff6b06456d4894ce9dd28b50d08 68b9933c4bd2cdc6a456100b1ffd58511e ad08f6ca9552d75d505446cd0cfb69835af207dc31c8b0 e349a95c43d335d17be4f020c087bde419784 3d91002bd755c9b873c07e94c2ecad6aa8468e93e89451d3b1110100001101110010110110 011110001110111101000011010 110101010100011010010011000001011001
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
I have awaken a monster...
QuakeWiki
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
leileilol wrote:More frames won't solve the offset and bad rigging problem. If Milkshape is still being used as the #1 solution, then kill it with fire.
I'll give the rig a tidy up and remove the offset. Cheers for the advice. I'm a max user, there are some nasty issues.
Working on Solitude
- SamUK
- Posts: 101
- Joined: Wed Dec 17, 2008 6:47 pm
- Location: United Kingdom
So I've gotten back into Quake and have three projects on my plate at the moment.
The first is a total conversion being written from scratch. I'm currently working on getting my content pipeline up and running. The whole idea is still very much up in the air, but it should be quite unlike Quake by the time I'm done.
The second was inspired by the first is a basic framework for making a Quake engine game from scratch. When building a QuakeC project, you basically have two choices, either start from id's codebase (or someone else's) or start with nothing at all. I'd like to add a third option that starts with some stuff (like headers), but doesn't include a bunch of stuff you have to remove if you want to start something new.
The third is an old project that's kinda on hold at the moment. Basically, it's a rewrite of the deathmatch item spawning code that allows for nearly infinite tweakability. It can emulate the default built-in deathmatch modes, but it also has a "custom" mode where the various options changed by the dm mode can be individually tuned (stuff like what spawns, respawn times, player starting inventory, and even more). It's currently QW only, but if I ever get back to working on it, I'll probably port it to NQ (and support both). Another idea I had was to add a DM mode editor, so that server admins wouldn't have to tweak it all by hand. (Some voting stuff would be nice too.)
Actually, truth be told, I started browsing the forums here, and haven't got any work done at all =_=
The first is a total conversion being written from scratch. I'm currently working on getting my content pipeline up and running. The whole idea is still very much up in the air, but it should be quite unlike Quake by the time I'm done.
The second was inspired by the first is a basic framework for making a Quake engine game from scratch. When building a QuakeC project, you basically have two choices, either start from id's codebase (or someone else's) or start with nothing at all. I'd like to add a third option that starts with some stuff (like headers), but doesn't include a bunch of stuff you have to remove if you want to start something new.
The third is an old project that's kinda on hold at the moment. Basically, it's a rewrite of the deathmatch item spawning code that allows for nearly infinite tweakability. It can emulate the default built-in deathmatch modes, but it also has a "custom" mode where the various options changed by the dm mode can be individually tuned (stuff like what spawns, respawn times, player starting inventory, and even more). It's currently QW only, but if I ever get back to working on it, I'll probably port it to NQ (and support both). Another idea I had was to add a DM mode editor, so that server admins wouldn't have to tweak it all by hand. (Some voting stuff would be nice too.)
Actually, truth be told, I started browsing the forums here, and haven't got any work done at all =_=
- Karatorian
- Posts: 31
- Joined: Tue Aug 17, 2010 4:26 am
- Location: Rindge, NH, USA
Decided to take a break and do a little project for fun> catch was only two hours to do it. Needless to say I failed terriably as I only just managed to get the body/legs done.
http://img827.imageshack.us/img827/7585 ... 213616.jpg
Self note: Practice a proper anatomy sometime instead of these ultra stylized ones.
http://img827.imageshack.us/img827/7585 ... 213616.jpg
Self note: Practice a proper anatomy sometime instead of these ultra stylized ones.
Working on Solitude
- SamUK
- Posts: 101
- Joined: Wed Dec 17, 2008 6:47 pm
- Location: United Kingdom
Well it looks like fail to me, check out those boxy hips, and the inconsistent edgeflow around the hip area and the knee! The butt polys are also too wide, the shin is not defined making a tube foot and the foot's heel also has way too many edgeloops.
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
leileilol wrote:Well it looks like fail to me, check out those boxy hips, and the inconsistent edgeflow around the hip area and the knee! The butt polys are also too wide, the shin is not defined making a tube foot and the foot's heel also has way too many edgeloops.
...I'm just not seein it
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Early map for a new mod I'm working on...
Neurotic Conversions - New location: Update your bookmarks!
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CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
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