Getting back in the game
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Getting back in the game
Hey everyone, I've been on a long time hiatus from quake and have missed some great stuff it seems. I am looking to pick up a MOD I was working on a few years ago, but wanted to know what new programs have come out that I should be aware of. I was making this when Darkplaces first came out, is there a new engine I should take a look at? Also, any mapping programs better than Hammer? Ah it feels good to be back
Hope to have something for you all to play with soon!
Looking for new:
-Mapping programs
-Modeling Programs
-Code Compilers
-Game engines
Looking for new:
-Mapping programs
-Modeling Programs
-Code Compilers
-Game engines
Last edited by RooT on Tue Feb 26, 2008 7:31 pm, edited 1 time in total.
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RooT - Posts: 40
- Joined: Wed Sep 07, 2005 1:28 am
Re: Getting back in the game
RooT wrote:Looking for new:
-Mapping programs
-Modeling Programs
-Code Compilers
-Game engines
Mapping Programs: Popular ones seem to be GTKRadiant, BSP Map Editor, and maybe Worldcraft.
Modeling Programs: qME, Blender, etc.
Code Compilers (engine): MSVC Express Editions, Dev-C++ I think
Code Compilers (QC): FTEQCC, FrikQCC
Game Engines: DarkPlaces is still awesome, other good ones are FTEQW, Vr2, etc.
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Entar - Posts: 439
- Joined: Fri Nov 05, 2004 7:27 pm
- Location: At my computer
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RooT - Posts: 40
- Joined: Wed Sep 07, 2005 1:28 am
Thats funny
There's some sort of invisible energy force bringing back old quakers?
I just came back today for this beautiful world of blood and darkness... i hope to find my old Tribalquake files to work with it again
Welcome to all of us!
There's some sort of invisible energy force bringing back old quakers?
I just came back today for this beautiful world of blood and darkness... i hope to find my old Tribalquake files to work with it again
Welcome to all of us!
- Tribal
- Posts: 4
- Joined: Wed Feb 27, 2008 11:16 pm
- Location: Brasil
Tribal wrote:i hope to find my old Tribalquake files to work with it again![]()
http://leileilol.mancubus.net/lostmods/ ... balmod.zip
http://leileilol.mancubus.net/lostmods/ ... tch102.zip
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Yea I did have a slight itch, round the back of my neck. Thought it was sun burn but you know what, Quake may have been calling me. Hah sad as it may be, to a different audience of course, I got such a smile just booting up my older computer and looking through my c:\quake folder 
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RooT - Posts: 40
- Joined: Wed Sep 07, 2005 1:28 am
leileilol wrote:http://leileilol.mancubus.net/lostmods/2001/tribalmod.zip
http://leileilol.mancubus.net/lostmods/ ... tch102.zip
Do you had these files stored in your site all this years?
Thank you for it, but now i'm thinking in start my new mod from scratch again to avoid errors.
I'll make this mod adding one feature at time, excluding those who doesnt work, building new monsters, one by one, testing them, killing them... man, its so cool messing up with quake again
That time I wanted to do everything at once. It was very stressful. I created more than 20 different monsters that never reached the final product because it had conflicts of programming and I had no patience to search for bugs... Today I will take this mod in a different pace, as a hobbie and not as one of the major goals of my life to impress people. Adding one thing at a time, the other quakers can test, search for bugs and when I no longer have time to devote to the project, all that I have done will be there, and not stored in a CD-R inside my drawer ...
And talking about "bringing back old quakers", even Tomaz (The Legend
Long life to Quake!
- Tribal
- Posts: 4
- Joined: Wed Feb 27, 2008 11:16 pm
- Location: Brasil
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