Search found 164 matches

by Supa
Tue Mar 17, 2009 8:24 pm
Forum: QuakeC Programming
Topic: traceline "seeing" thru walls ?
Replies: 7
Views: 1906

Is the player that walks around the actual client or just a dummy? Because if the client is the third person camera and the .owner of the cursor, the 'self' that gets passed to visible() would point to the camera. If so, that'd explain why you're able to detect Shamblers through walls. :)
by Supa
Tue Mar 17, 2009 5:19 pm
Forum: QuakeC Programming
Topic: New old Quake bug?
Replies: 3
Views: 1222

ai_melee is to blame for this. :) Once it starts the Hellknight's attack sequence continues regardless of the target's status. ai_melee doesn't check if the target is non-solid or otherwise should not be damageable. It just flat out applies damage to the target, which brings the zombie out of the zo...
by Supa
Tue Feb 17, 2009 12:51 am
Forum: General Discussion
Topic: Does anyone still have Fiend Hunter?
Replies: 6
Views: 1773

FH 0.62: http://www.quaketastic.com/upload/files/single_player/mods/fh1_v062.zip FH 0.64: http://www.quaketastic.com/upload/files/single_player/mods/fh1_v064.zip Maps: http://www.quaketastic.com/upload/files/single_player/mods/fh1_maps_v060.zip Engine sources: http://www.quaketastic.com/upload/files...
by Supa
Sat Jan 10, 2009 1:32 am
Forum: Gameplay & Design
Topic: Generic Perks DM Mod
Replies: 25
Views: 30706

Armor has changed, now they all have a base value of 100, and a base protection of 10% to all attacks. Touching an armor will switch out your current armor for what is in the level. Armor respawn times are now 10 seconds to prevent a player from just removing all armor pickups from the map. * Green...
by Supa
Wed Dec 31, 2008 10:27 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6206888

Some of you may know I have a game design that has been in progress for a period of time measurable in years, and that the design is in a state of development hell. I try to avoid giving up on things, but it has become evident to me now that any further additions to the design will accomplish nothin...
by Supa
Mon Dec 08, 2008 11:39 pm
Forum: General Discussion
Topic: Possibility to exceed sv_maxspeed by various techniques
Replies: 44
Views: 8387

... figured out ways to exploit and get around the limits forced by the game. ... This is exactly the point that I'm trying to get across. Bunnyhopping is a mechanic that requires no outside intervention to accomplish. It is a method of using the mechanics defined by the game physics to their fulle...
by Supa
Mon Dec 08, 2008 1:51 am
Forum: General Discussion
Topic: Possibility to exceed sv_maxspeed by various techniques
Replies: 44
Views: 8387

Again, the intent of the theme of the thread and the above critique post (maybe too critiquey and harsh) is to avoid the same mistake (or "feature") in future total conversions. Mistake? "Feature"? Bunnyhopping is a behavior that is only possible because of how the Quake player ...
by Supa
Thu Dec 04, 2008 4:21 pm
Forum: QuakeC Programming
Topic: Speedmodding Timespan Discussion Thread
Replies: 25
Views: 4995

Personally I'd prefer a timelimit of a week over a month, to be honest I think waiting a month to see what everyone comes up with might make the event feel somewhat stagnant after awhile. Furthermore a timelimit of a week could help induce that special 'argh I only have x days left!' kind of stress ...
by Supa
Thu Dec 04, 2008 1:50 am
Forum: General Discussion
Topic: Introduction Thread
Replies: 124
Views: 55029

I still feel like a newbie, really. Anyway, hi. I'm Emilia. I kind of got sucked into this when I decided I wanted to combine TF 2.5 with the ReaperBot. After decompiling and attempting to combine the two I appearantly got a bit too curious for my own good. :) For the amount of time I spend running ...
by Supa
Sun Nov 30, 2008 12:15 am
Forum: General Discussion
Topic: Shub-Hub
Replies: 13
Views: 2875

I really should have said this earlier, but thank you Spirit for running the Shub Hub this long. You made a significant contribution to the community by providing a place for others to host their work. Even if you can no longer maintain the Shub Hub, your contribution is still appreciated. So, again...
by Supa
Wed Nov 19, 2008 4:21 pm
Forum: Gameplay & Design
Topic: BFG in TF - Good or bad idea?
Replies: 3
Views: 3459

I agree with using fixed damage amounts - randomness has absolutely no place in a game of skill. That said, why? By 'why?' I don't mean to dismiss your idea but ask what void would giving the hwguy a BFG fill? The assault cannon is already useful for dealing damage and controlling a choke point, so ...
by Supa
Fri Oct 31, 2008 5:17 am
Forum: General Discussion
Topic: Hunt or be Hunted
Replies: 18
Views: 13523

Hi again. I'm already very busy but I feel like making a new release for HOBH. Since the expo ended I have used r2 as a testbed for a few experimental ideas intended for the next iteration of my project. After comparing the current experimental version of r2 with the release version, I feel the game...
by Supa
Mon Oct 27, 2008 6:20 pm
Forum: QuakeC Programming
Topic: armour
Replies: 8
Views: 1995

http://inside3d.com/browse.php?show=combat.qc

Should you need to change anything, the armour damage save effect is applied early on in T_Damage. Look for .armortype and .armorvalue.
by Supa
Thu Sep 11, 2008 10:38 pm
Forum: General Discussion
Topic: Hunt or be Hunted
Replies: 18
Views: 13523

Sorry for taking so much time for getting r2 ready, here are the changes from r1: * Weaponset has been condensed to spawn weapons + one pickup for each ammo type, Fiends must pick up weapons to gain mutations - map control actually matters now. * Powerups have been added back in. * Throws added - co...
by Supa
Mon Jul 28, 2008 12:36 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6206888

The remake thing is going, well. I've invested so much time in it that stopping would be stupid, but the maps and Qc are both pretty mangled. Sounds great. :) Please let us know if you need any help, and welcome to i3d! As for me I'm just working on a small update to my mod , But I'm afraid I won't...