What are you working on?
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Can I give it a go? Just that white thing right.
Why does it look like yours has a hole in it or is that just a flat area of the model o_o
EDIT: Nvm you get me.
Why does it look like yours has a hole in it or is that just a flat area of the model o_o
EDIT: Nvm you get me.
- LonePossum.
- Posts: 38
- Joined: Mon Nov 02, 2009 11:07 am
Ohhh I see... Sorry about the Kenny joke dude, never heard about these pig nose guys before, heh. It's a good replica.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Doing some mapping for my mod (as usual, it's a WIP - also, I suck at mapping
):


I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
frag.machine wrote:Doing some mapping for my mod (as usual, it's a WIP - also, I suck at mapping):
Looks great so far frag.machine!
I especially like map025.jpg.
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
@frag.machine if you suck at mapping, what about me? LOL.
All my maps to be BAD they need a lot of improvements... That's why I only release mods (sometimes with maps, but only if the mod needs a real simple map
).
Your maps are looking real good btw.
@Topic:
I'm currently working on a CTF mod with bots and a waypoint system for the bots I made from scratch. It runs on ThreeWave CTF maps and TF maps, and I reverse-engineered the code used on the flags.
Some features are:
-The lightning gun is the only hitscan weapon. All other bullet weapons shoots high-velocity projectiles which flies at over 600 mph. (sv_maxvelocity will be set at a very high value on a map start by localcmd())
-As shotguns, machineguns and such now shoot real bullets instead of immaginary lines, I added whizzing sounds when a bullet near-misses a player.
-Gibbable corpses, and ability to gib a player or bot in the middle of his death sequence, like in Quake 2.
All my maps to be BAD they need a lot of improvements... That's why I only release mods (sometimes with maps, but only if the mod needs a real simple map
Your maps are looking real good btw.
@Topic:
I'm currently working on a CTF mod with bots and a waypoint system for the bots I made from scratch. It runs on ThreeWave CTF maps and TF maps, and I reverse-engineered the code used on the flags.
Some features are:
-The lightning gun is the only hitscan weapon. All other bullet weapons shoots high-velocity projectiles which flies at over 600 mph. (sv_maxvelocity will be set at a very high value on a map start by localcmd())
-As shotguns, machineguns and such now shoot real bullets instead of immaginary lines, I added whizzing sounds when a bullet near-misses a player.
-Gibbable corpses, and ability to gib a player or bot in the middle of his death sequence, like in Quake 2.
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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
@Orion: I really suck compared with most mappers here and func_msgboard. But it's ok, I am more a coder.
@Doc: heh, that's part of the story, the first map/mission will be rescue Duke and the rest of the heroes. Oh snap, here I am spoiling my own mod!
@Doc: heh, that's part of the story, the first map/mission will be rescue Duke and the rest of the heroes. Oh snap, here I am spoiling my own mod!
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
After more of a year of absence, I'm now working on Multiplayer Transloquake modes
(because the only thing more fun than translocating to catch keys is to translocate to catch keys AND beat someone to it
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
Thought I might as well post this here as it's almost sort of making you guys unemployed.
I made some "80s arcade tribute" speedmaps with jump'n'run, pac-man, space shooter and shooting gallery-type gameplay using just stock Quake code and a few hacks. Apparently people find the maps to be just as frustrating as real arcade machines.
Download: sm158_pack.zip + sm158_negke3_dpfix.zip
So... time for a proper arcade mod!
CocoT: Cool. Note that my moonbase map has some multiplayer settings too, though it'll probably suck as I didn't know back then how you would implement this mode.
I made some "80s arcade tribute" speedmaps with jump'n'run, pac-man, space shooter and shooting gallery-type gameplay using just stock Quake code and a few hacks. Apparently people find the maps to be just as frustrating as real arcade machines.
Download: sm158_pack.zip + sm158_negke3_dpfix.zip
So... time for a proper arcade mod!
CocoT: Cool. Note that my moonbase map has some multiplayer settings too, though it'll probably suck as I didn't know back then how you would implement this mode.
- negke
- Posts: 150
- Joined: Wed Apr 16, 2008 5:53 pm
negke wrote:Thought I might as well post this here as it's almost sort of making you guys unemployed.
I made some "80s arcade tribute" speedmaps with jump'n'run, pac-man, space shooter and shooting gallery-type gameplay using just stock Quake code and a few hacks. Apparently people find the maps to be just as frustrating as real arcade machines.
Download: sm158_pack.zip + sm158_negke3_dpfix.zip
So... time for a proper arcade mod!
CocoT: Cool. Note that my moonbase map has some multiplayer settings too, though it'll probably suck as I didn't know back then how you would implement this mode.
FrikaC made an awesome arcade mode.
- c0burn
- Posts: 208
- Joined: Fri Nov 05, 2004 12:48 pm
- Location: Liverpool, England
working on..,
some new Quake1 monsters
and now the hardest part to make them behave in an original way.
I would like to give the OldOgre a new attack way, like shielding itself off and refleckt ammu.
But I'm such a bad coder.
lol

and now the hardest part to make them behave in an original way.
I would like to give the OldOgre a new attack way, like shielding itself off and refleckt ammu.
But I'm such a bad coder.
lol
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Madfox - Posts: 106
- Joined: Sat Jan 15, 2005 3:13 pm
- Location: Holland
Those are pretty fuckin' awesome!
Nice job, Madfox!
Nice job, Madfox!
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
dreadlorde wrote:Those are pretty fuckin' awesome!
Nice job, Madfox!
Ha! A shield ogre with horns. Quite different indeed.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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