Search found 2135 matches
- Mon Apr 16, 2007 12:32 am
- Forum: QuakeC Programming
- Topic: Quake Ported to XNA !
- Replies: 27
- Views: 9077
- 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 ...
- Sun Apr 15, 2007 1:54 pm
- Forum: Modeling
- Topic: Prydon Modelling
- Replies: 155
- Views: 65083
- 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...
- Sat Apr 14, 2007 12:41 am
- Forum: Quake Events
- Topic: Prydon Dancing
- Replies: 22
- Views: 30329
- Wed Apr 04, 2007 1:27 am
- Forum: Modeling
- Topic: Prydon Modelling
- Replies: 155
- Views: 65083
- 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...
- 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...
- Mon Mar 26, 2007 11:15 pm
- Forum: Modeling
- Topic: new .mdl frames when you change your weapon
- Replies: 9
- Views: 5060
- 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...
- 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 ...
- 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
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
- Tue Mar 20, 2007 3:23 am
- Forum: Artificial Intelligence
- Topic: When in roam, movetogoal
- Replies: 15
- Views: 12579
- Mon Mar 19, 2007 1:30 am
- Forum: Artificial Intelligence
- Topic: Appropriate AI
- Replies: 12
- Views: 7555
- 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 ...