Search found 164 matches
- Thu Aug 27, 2009 12:53 pm
- Forum: Gameplay & Design
- Topic: Would you play...
- Replies: 2
- Views: 3413
- 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...
- 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...
- Mon Aug 03, 2009 12:09 pm
- Forum: Gameplay & Design
- Topic: "Pro" (mis) Features
- Replies: 33
- Views: 13987
- 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...
- 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...
- Sat Aug 01, 2009 2:20 pm
- Forum: Gameplay & Design
- Topic: "Pro" (mis) Features
- Replies: 33
- Views: 13987
- 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...
- 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...
- Sun Apr 26, 2009 2:38 pm
- Forum: General Discussion
- Topic: Quake Soccer
- Replies: 63
- Views: 29761
- Wed Apr 22, 2009 5:15 pm
- Forum: General Discussion
- Topic: Quake Soccer
- Replies: 63
- Views: 29761
- 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...
- 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...
- Wed Mar 18, 2009 9:26 pm
- Forum: QuakeC Programming
- Topic: quakeworld start delay between maps (thunderwalker ctf mod)
- Replies: 11
- Views: 2630
- 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.
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.