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Postby LonePossum. » Mon Feb 15, 2010 7:06 pm

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.
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Postby Downsider » Mon Feb 15, 2010 7:07 pm

LonePossum. wrote: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


It's the weird nose/snout thing, and yeah, you can give it a go. I'll send you a PM.
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Postby Downsider » Mon Feb 15, 2010 11:10 pm

Well I'm still no artist but I can't complain with the texture I came up with:

Image
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Postby frag.machine » Tue Feb 16, 2010 1:55 pm

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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Postby frag.machine » Tue Feb 16, 2010 10:40 pm

Doing some mapping for my mod (as usual, it's a WIP - also, I suck at mapping :P ):

Image
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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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Postby Dr. Shadowborg » Wed Feb 17, 2010 12:48 am

frag.machine wrote:Doing some mapping for my mod (as usual, it's a WIP - also, I suck at mapping :P ):


Looks great so far frag.machine!

I especially like map025.jpg. :D
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Postby Orion » Wed Feb 17, 2010 1:50 am

@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 :P).

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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Postby frag.machine » Wed Feb 17, 2010 2:49 am

@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! :lol:
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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Postby CocoT » Fri Feb 19, 2010 12:22 am

Image

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 :))
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Postby negke » Fri Feb 19, 2010 10:17 am

Thought I might as well post this here as it's almost sort of making you guys unemployed. 8)
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.

Image
Download: sm158_pack.zip + sm158_negke3_dpfix.zip

So... time for a proper arcade mod! :wink:


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.
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Postby c0burn » Fri Feb 19, 2010 12:55 pm

negke wrote:Thought I might as well post this here as it's almost sort of making you guys unemployed. 8)
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.

Image
Download: sm158_pack.zip + sm158_negke3_dpfix.zip

So... time for a proper arcade mod! :wink:


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.
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Postby Error » Mon Mar 08, 2010 9:59 am

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working on..,

Postby Madfox » Tue Mar 09, 2010 8:37 pm

some new Quake1 monsters

Image

Image

Image

Image


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
8)
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Postby dreadlorde » Tue Mar 09, 2010 10:24 pm

Those are pretty fuckin' awesome!

Nice job, Madfox!
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.

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Postby Baker » Tue Mar 09, 2010 10:35 pm

dreadlorde wrote:Those are pretty fuckin' awesome!

Nice job, Madfox!



Ha! A shield ogre with horns. Quite different indeed.
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