hi,
is there presently any way in the plain generic quake engine to instead of having a trigger_once or trigger_multiple start a func_train in motion and not be able to stop it instead have some kind of trigger once to make the train simply increment one point along its path?
Search found 77 matches
- Thu Feb 28, 2008 2:21 am
- Forum: QuakeC Programming
- Topic: func_train, one point at a time?
- Replies: 10
- Views: 4272
- Sun Feb 24, 2008 9:30 pm
- Forum: QuakeC Programming
- Topic: Singleplayer mod by me.
- Replies: 15
- Views: 9859
Re: Singleplayer mod by me.
this mod kicks a lot of ass
especially on some of the maps in the undergate
Hi, I just made a singleplayer mod I start making since last year...
I'm not inspired to give it a name yet, and I think it's still unfinished, because there are some bugs I figured out that I haven't found a way to fix ...
especially on some of the maps in the undergate
Hi, I just made a singleplayer mod I start making since last year...
I'm not inspired to give it a name yet, and I think it's still unfinished, because there are some bugs I figured out that I haven't found a way to fix ...
- Wed Feb 20, 2008 2:07 am
- Forum: Gameplay & Design
- Topic: 2D platforming elements using Quake 1.. Examples included
- Replies: 9
- Views: 21874
- Wed Feb 20, 2008 1:52 am
- Forum: Gameplay & Design
- Topic: Know what I HATE!!!
- Replies: 25
- Views: 47379
Re: Know what I HATE!!!
it would be cool to have Shub shoot three of those lavaballs that Chthon attacks with and use or modify the code for leading the player on skill >= 2
maybe reskin the lavaball and use a self.skin to make Shub's unique or something.
i also liked the lightning idea.. maybe using the same bolt from ...
maybe reskin the lavaball and use a self.skin to make Shub's unique or something.
i also liked the lightning idea.. maybe using the same bolt from ...
- Sun Feb 03, 2008 11:32 pm
- Forum: Gameplay & Design
- Topic: 2D platforming elements using Quake 1.. Examples included
- Replies: 9
- Views: 21874
Thanks for your suggestions. I actually have RenegadeC's 2dcamera already and LordHavoc was kind enough to send me the source to TargetQuake, one of my favorite 2d mods ever.
That said, I think I misled you in my original post.
What I'm trying to achieve is primarily map based elements of gameplay ...
That said, I think I misled you in my original post.
What I'm trying to achieve is primarily map based elements of gameplay ...
- Sat Feb 02, 2008 9:46 pm
- Forum: Mapping
- Topic: 2D platforming elements..?
- Replies: 0
- Views: 3446
- Sat Feb 02, 2008 7:20 am
- Forum: Gameplay & Design
- Topic: 2D platforming elements using Quake 1.. Examples included
- Replies: 9
- Views: 21874
2D platforming elements using Quake 1.. Examples included
Hi guys.
Lately, I've been wondering about how might we use the physics exploits of the Quake 1 engine for a gameplay advantage. Watching stuff like Quake Done Quick really makes you think about what might be possible with regards to level editing. As such, I was going to post this in Mapping but I ...
Lately, I've been wondering about how might we use the physics exploits of the Quake 1 engine for a gameplay advantage. Watching stuff like Quake Done Quick really makes you think about what might be possible with regards to level editing. As such, I was going to post this in Mapping but I ...
- Sat Jan 19, 2008 12:55 am
- Forum: General Discussion
- Topic: Hunt or be Hunted
- Replies: 18
- Views: 14415
- Wed May 23, 2007 1:59 am
- Forum: General Discussion
- Topic: Papercraft Quake guy model
- Replies: 7
- Views: 4270
- Sun May 20, 2007 6:28 am
- Forum: General Discussion
- Topic: Papercraft Quake guy model
- Replies: 7
- Views: 4270
- Sun May 20, 2007 6:26 am
- Forum: General Discussion
- Topic: Papercraft Quake guy model
- Replies: 7
- Views: 4270
- Sun May 20, 2007 12:41 am
- Forum: General Discussion
- Topic: Encompassing Mod for Mappers
- Replies: 21
- Views: 7448
- Sun May 20, 2007 12:30 am
- Forum: General Discussion
- Topic: Papercraft Quake guy model
- Replies: 7
- Views: 4270
Papercraft Quake guy model
Now you can have the Quake guy on your desk while you work on Quake!

For template and instructions see
http://harbl.iiichan.net/3d/kareha.pl/1179611980/

For template and instructions see
http://harbl.iiichan.net/3d/kareha.pl/1179611980/
- Wed May 16, 2007 6:33 am
- Forum: General Discussion
- Topic: Ambient Sound? (DP SDL: TOTAL CHANNELS == MAX CHANNELS)
- Replies: 15
- Views: 10750
An example of replaced ambient sounds.
- Wed May 16, 2007 6:21 am
- Forum: General Discussion
- Topic: Ambient Sound? (DP SDL: TOTAL CHANNELS == MAX CHANNELS)
- Replies: 15
- Views: 10750
Re: Ambient Sound? (DP SDL: TOTAL CHANNELS == MAX CHANNELS)
I get TOTAL CHANNELS == MAX CHANNELS issues with Ambient sounds
Does anyone know the proper sound specifications for ambient sounds?
11025 Hz Sampling Rate
8 bit dynamic range (Unsigned 8 bit PCM)
Linear PCM (Microsoft WAV)
Mono
There's no "bitrate" because it's not compressed audio or more ...
Does anyone know the proper sound specifications for ambient sounds?
11025 Hz Sampling Rate
8 bit dynamic range (Unsigned 8 bit PCM)
Linear PCM (Microsoft WAV)
Mono
There's no "bitrate" because it's not compressed audio or more ...
