Search found 164 matches

by Supa
Thu Aug 27, 2009 12:53 pm
Forum: Gameplay & Design
Topic: Would you play...
Replies: 2
Views: 3413

Sure! At this point in time you could probably do better than this. If you're planning on using the id1 maps, DRS still has Monster's FBX waypoint pack up here. Let us know if you need help. :)
by Supa
Tue Aug 18, 2009 5:59 pm
Forum: Gameplay & Design
Topic: War game idea
Replies: 27
Views: 12542

It's disturbing how pretty much every one misunderstood the thread. Maybe I misnamed it? It happens. Sorry that I forgot to make a post in this. :| Regarding your original idea; The idea was to affect gameplay in an indirect way, something which has nothing to do with the current match, to see if s...
by Supa
Sun Aug 09, 2009 9:22 pm
Forum: QuakeC Programming
Topic: frikbots : Some questions
Replies: 5
Views: 1344

As for slowing down bots you'll need to modify CL_KeyMove() which is at the top of bot_phys.qc. Any changes you make to player speeds will need to be duplicated in there, though keep in mind those values are always doubled unless the bot needs to walk for some reason. So if you want to force a playe...
by Supa
Mon Aug 03, 2009 12:09 pm
Forum: Gameplay & Design
Topic: "Pro" (mis) Features
Replies: 33
Views: 13987

It is dangerous to try to define divisions in the community, expert vs pro vs normal vs whoever else offends someone this week, all distinctions in gameplay style should be respected, not mocked. Writing a thread with a premise of "I want to get rid of features that are loved by this group OF ...
by Supa
Sun Aug 02, 2009 9:29 pm
Forum: Gameplay & Design
Topic: "Pro" (mis) Features
Replies: 33
Views: 13987

Good grief. This is not about bunnyhopping, this is not about lightning, textures or anything of that sort. Removing or otherwise attempting to sabotage these fundamentals *will* result in a poor base for your game. And no matter what additional features you add, so long as you have a bland fundamen...
by Supa
Sat Aug 01, 2009 2:44 pm
Forum: Gameplay & Design
Topic: "Pro" (mis) Features
Replies: 33
Views: 13987

Well, my mod is going to be a total conversion, so.. Quake's just the engine... It's also more singleplayer, but still I want to remove this stuff. I know. I'm still irritated at how this attitude is spreading, however. I want winning need real skill, not knowledge on how to smash your input device...
by Supa
Sat Aug 01, 2009 2:20 pm
Forum: Gameplay & Design
Topic: "Pro" (mis) Features
Replies: 33
Views: 13987

To be honest, I'm very disappointed with how prevalent this anti-pro attitude is becoming in gamedev communities now. You've failed to realise that every "misfeature" you listed is another way to keep a player interested in your game. Everything you've listed qualifies as a game fundamenta...
by Supa
Fri Jun 26, 2009 10:27 pm
Forum: General Discussion
Topic: Hunt or be Hunted
Replies: 18
Views: 13523

Sorry for the delay, I've only just now had time to get r3 ready for release. This will most likely be the final release as I want to spend my time on other projects now - this experiment has already served its purpose. A changeset from r2 to r3: * If you're running the mod on DP or playing on a Dar...
by Supa
Sat May 16, 2009 5:00 pm
Forum: General Discussion
Topic: Inside3D Asks #2: What are your favorite editting tools?
Replies: 17
Views: 4404

Mapping: I'm most familiar with Stoneless but I moved to Worldcraft because I needed vertex editing. :) I want to try and pick up the new QuakeEd someday.. Since I usually map for my own DP projects I use hmap2. Modelling: Hopefully by the end of this year I'll be able to say I can use Blender, we'l...
by Supa
Sun Apr 26, 2009 2:38 pm
Forum: General Discussion
Topic: Quake Soccer
Replies: 63
Views: 29761

scar3crow: The recessed sides of the goal posts need to be clipped off - the goalie bots tend to get stuck on the corners after a dive:

Image

For what's supposed to be a learning experience, it's a nice map. :)
by Supa
Wed Apr 22, 2009 5:15 pm
Forum: General Discussion
Topic: Quake Soccer
Replies: 63
Views: 29761

Orion: Neat mod. I wasn't sure how well the limit on jumping would work but with the limited stamina it works nicely. Might I suggest using the health counter to display stamina? Considering that there isn't anyway to lose health the counter would go unused otherwise..

Anyway, I like it. Thanks. :)
by Supa
Mon Apr 20, 2009 12:36 am
Forum: Quake Events
Topic: Speedmodding Thread
Replies: 23
Views: 34516

negke; Thanks. :) I guess in the next version I could respawn a pickup with every head scored, sure. While right now the default 20 head limit should be doable with enough route planning, I can see the game breaking on higher point limits without that. scar3crow; I guess I could clone DM7 or DMSP fo...
by Supa
Sat Mar 21, 2009 1:33 am
Forum: QuakeC Programming
Topic: quakeworld start delay between maps (thunderwalker ctf mod)
Replies: 11
Views: 2630

Okay, here's a revised version in the format of the original version. Add to the bottom of defs.qc: float game_started; // TRUE if out of warmup float nextcountdown; // count once every second float prematch_time = 120; //Number of seconds for prewar! :R00k void() set_suicide_frame; // prototype voi...
by Supa
Wed Mar 18, 2009 9:26 pm
Forum: QuakeC Programming
Topic: quakeworld start delay between maps (thunderwalker ctf mod)
Replies: 11
Views: 2630

Try moving your prematch timer code from CheckRules to StartFrame? CheckRules is called by every client every frame in PlayerPreThink, so that would be why you're getting spammed with timer messages.
by Supa
Wed Mar 18, 2009 7:51 pm
Forum: Tutorial Help
Topic: Random monsters and gyro.
Replies: 2
Views: 8852

This is due to a typo in the tutorial, you'll need to replace instances of demon1_ with demon_.

As for getting started with Gyro did you take a look at Quakematt's example botmatch mod? Between reading the source and referencing the Gyro docs you should be able to get a good start.