Search found 2135 matches

by frag.machine
Mon Apr 16, 2007 12:32 am
Forum: QuakeC Programming
Topic: Quake Ported to XNA !
Replies: 27
Views: 9077

From what I read in his blog I understand he's writing everything from scratch - a considerable effort, I recognize. But, for his poor programming language choice, I must echo your "eeewww", too :P
by frag.machine
Mon Apr 16, 2007 12:23 am
Forum: QuakeC Programming
Topic: Lightning gun -- help
Replies: 26
Views: 8552

Just for curiosity: why are you trying to replicate the lightning beam in QuakeC ? :roll: EDIT: A little time ago, I've seen in slow-motion (host_framerate 0.001) the original one fires dozens of bolt2.mdl forward. And I've seen that they've avelocity_z set to some very high value. And I've noticed ...
by frag.machine
Sun Apr 15, 2007 1:54 pm
Forum: Modeling
Topic: Prydon Modelling
Replies: 155
Views: 65083

Dude, you have the gift to low-poly modelling. Do you intend to make new monsters, too ? I could try to write some QC if you consider to add monsters to Prydon.
by frag.machine
Sun Apr 15, 2007 1:50 pm
Forum: General Discussion
Topic: What's your favorite weapon?
Replies: 18
Views: 6072

I'd like to add an observation: altough the SNG+quad combo is my preferred weapon (because this combo gives me the ability to quickly gib anything in my way, without the RL recoiling time), during DM my primary target will be always the RL, for obvious reasons. People should take this in considerati...
by frag.machine
Sat Apr 14, 2007 12:41 am
Forum: Quake Events
Topic: Prydon Dancing
Replies: 22
Views: 30329

I AM A DANCING MACH1N3

Image
by frag.machine
Wed Apr 04, 2007 1:27 am
Forum: Modeling
Topic: Prydon Modelling
Replies: 155
Views: 65083

All models looks really nice. An excellent job!
by frag.machine
Wed Mar 28, 2007 11:44 pm
Forum: Artificial Intelligence
Topic: OrionBots - 1st release
Replies: 25
Views: 15819

In an off-topic note, I'm glad to see somebody else from Brazil in the Quake community. From what I understand, theres a decent sized Quake community in Brazil, though mostly QW players as opposed to NQ or coders. However I dont speak Portugese, and many others dont speak English. I will say howeve...
by frag.machine
Wed Mar 28, 2007 11:30 pm
Forum: Artificial Intelligence
Topic: OrionBots - 1st release
Replies: 25
Views: 15819

And if you play with them in a map with liquids, they won't swim, they'll sink like a rock and make the splash noise when landing on the liquid's floor. They can swim up, but rarely, and they can jump out of water onto ledges. The swimming AI is the worst part to code, unfortunately. I'm doing some...
by frag.machine
Mon Mar 26, 2007 11:15 pm
Forum: Modeling
Topic: new .mdl frames when you change your weapon
Replies: 9
Views: 5060

CheapAlert wrote:qme qme qme :(

/me wishes a blender mdl import/export script existed so we don't have to be confined to limited buggy outdated shareware
/me looks to FrikaC hoping to convince him to finish his legendary model editor :P
by frag.machine
Mon Mar 26, 2007 3:57 am
Forum: Modeling
Topic: new .mdl frames when you change your weapon
Replies: 9
Views: 5060

Well, some people actually do think qME is fairly competent :P I won't argue, I am just too lazy and so used to the QuArK + StudioMDx combo that I simply hated qME when I tried it. I was expecting FrikaC model editor to finally bring something that could motivate me to change, but looks like it won...
by frag.machine
Sun Mar 25, 2007 2:30 pm
Forum: Modeling
Topic: new .mdl frames when you change your weapon
Replies: 9
Views: 5060

Quake weapon models don't have reloading animations. Unfortunately, the entire game was rushed in a very unpolished way in many aspects, weapons animations and placement being one of this (according John Romero, weapons were not supposed to be placed in the bottom center of screen, and there should ...
by frag.machine
Sat Mar 24, 2007 2:21 pm
Forum: General Discussion
Topic: Teleporters shows skins - Tremor bug
Replies: 3
Views: 1255

Dr. Shadowborg is correct.
http://tremor.quakedev.com/ is the right place to report the bug.
Also, you may want to mail the author (Justin Thyme): justinthyme at quakedev dot com
by frag.machine
Tue Mar 20, 2007 3:23 am
Forum: Artificial Intelligence
Topic: When in roam, movetogoal
Replies: 15
Views: 12579

BTW, here's my last version: (tested with plain vanilla QC code): http://www.inside3d.com/pastebin.php?action=show&id=138 Now monsters randomly start to walk for a bit, then stop for a while, then start to walk in another direction... in E1M1, dogs wander for really long distances, but the grunt...
by frag.machine
Mon Mar 19, 2007 1:30 am
Forum: Artificial Intelligence
Topic: Appropriate AI
Replies: 12
Views: 7555

The fact is, adding more intelligence almost requires you rewriting the entire monster code. And this means a lot of work. :|
by frag.machine
Sat Mar 17, 2007 6:13 pm
Forum: Artificial Intelligence
Topic: Appropriate AI
Replies: 12
Views: 7555

1. If a monster don't have a melee attack, it should keep distance from the player (so at least it does not get into line of sight of another monsters); 2. I don't see any problem if humanoid monsters (except zombies, because they NEED to be dumb) were able to avoid grenades. 3. melee-only monsters ...