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Improved Quake - IQ

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Re: Improved Quake - IQ

Postby bugmenot » Sun Sep 02, 2012 12:09 pm


thanks but this account is really crapy :D (yeah i am not bugmenot, :P )

PS: Otherwise i did never check this mod :) thanks Spirit :D
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Re: Improved Quake - IQ

Postby Spirit » Sun Sep 02, 2012 12:13 pm

Nahuel wrote:BUGMENOT is a real ugly nickname, the bugmenot web gives password and nickname for trolls and leechers http://www.bugmenot.com/view/forums.inside3d.com I think the bugmenot account need to be deleted

bugmenot is a fantastic site to share logins for websites where you do not want or are not able to register an account. This bugmenot account was created by me and so far has been used responsibly and in meaningful ways. viewtopic.php?p=44933#p44933

Even if registrations is possible again, I would like it to stay available as easy and convenient way to post anonymously without hassle.

edit: Anonymous guy, you are welcome. :)
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: Improved Quake - IQ

Postby Seven » Mon Sep 03, 2012 10:56 am

I knew it. Spirit has them all... :)
http://quakeone.com/forums/quake-talk/q ... er-ai.html

I am glad that you asked in this thread as well, ezzetabi.
Now we even have the source of this mod.

Thank you Spirit.
Best wishes, Seven.
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Re: Improved Quake - IQ

Postby bugmenot » Sat Sep 22, 2012 8:40 am

Sorry for the slow answer. (it is me ezzetabi)

Thanks spirit! Thanks everyone. I liked iq so much that I reprised it.. a new page devoted to iq (the key is selfsigned ignore the warnings).
Last edited by bugmenot on Sun Sep 21, 2014 1:17 pm, edited 1 time in total.
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Re: Improved Quake - IQ

Postby qbism » Sat Sep 22, 2012 7:07 pm

I get the "progdef.h out of date" error with the new source.
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Re: Improved Quake - IQ

Postby negke » Sun Sep 23, 2012 8:35 am

No blood while shooting secret doors, buttons or triggers.

I hope it uses another distinct color for those particles (e.g. orange sparks), not the gray ones. The player needs to be able to recognize that something is shootable so he knows it's possible to interact with the object = shoot it some more until something happens. If there's no visual cue, only the gray particles that suggest solid walls, he won't try further and potentially miss stuff or get unnecessarily confused.
Just saying, in case anyone is going to do something similar in their mods (because I still regret not having protested strongly enough when this bad feature was added in Travail...).
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Re: Improved Quake - IQ

Postby bugmenot » Sun Oct 07, 2012 12:11 am

About the "progdef.h out of date" error I fixed it, but I noticed the mod uses some darkplaces extensions... :( Until I find a way around the lack of strcat darkplaces is needed...


About particles, yes. iq used the wizard and hell knight ``sparks'' instead of the default ones on the secret doors. No bloody trails, yet obviously different.
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Re: Improved Quake - IQ

Postby qbism » Sun Oct 07, 2012 3:52 pm

Many engines support strcat in qc so that may not be a deal-breaker. In QIP engine, FrikaC/Maddes added Q_Strcat extension in 2001 assigned to #115. That matches DP number. A lot of engines have copied QIP or DP.
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Re: Improved Quake - IQ

Postby ezzetabi » Sun Oct 07, 2012 4:01 pm

(Finally I have my own name!)

Thanks for the information, so since I solved the progdef.h problem iq should be playable in more engines.
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