Search found 164 matches
- Tue Mar 17, 2009 8:24 pm
- Forum: QuakeC Programming
- Topic: traceline "seeing" thru walls ?
- Replies: 7
- Views: 1906
- 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...
- 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...
- 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...
- 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...
- 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...
- Mon Dec 08, 2008 1:51 am
- Forum: General Discussion
- Topic: Possibility to exceed sv_maxspeed by various techniques
- Replies: 44
- Views: 8387
- 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 ...
- 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 ...
- 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...
- 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 ...
- 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...
- 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.
Should you need to change anything, the armour damage save effect is applied early on in T_Damage. Look for .armortype and .armorvalue.
- 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...
- 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...