Search found 137 matches

by sock
Mon Mar 25, 2013 7:43 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

Image
by sock
Fri Mar 08, 2013 11:30 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

Spike wrote:I'm bored, so I'm just gonna dump this link here for firefox users
Wow that is awesome, you have made my day! I tried it this morning and indeed it works through my firefox web browser! :)
by sock
Thu Feb 21, 2013 11:04 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

http://www.simonoc.com/images/misc/mainmenu2.png http://www.simonoc.com/images/misc/mainmenu2.pcx The MOD option should be on the front menu like above, it should be simple to add an extra option. The mod section under options could co-exist with this front menu version. If you want to explore the ...
by sock
Wed Feb 20, 2013 7:23 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

Article removed.
by sock
Tue Feb 19, 2013 10:40 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

Did you post on the Steam game hub for Quake? http://steamcommunity.com/app/2310 I had a look at the steam page today. I cannot see any easy way to run custom content with the steam version of Quake. Most discussion talks about using custom engines that have to be copied all over the place. The ste...
by sock
Tue Feb 19, 2013 9:23 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

I don't mean to sound like a broken record here, but darkplaces is made for modders, it saddens me when people mess around with other engines that were not engineered specifically to enable versatile Quake modding I have been hanging around the func forum for years and most Quake SP maps are releas...
by sock
Tue Feb 19, 2013 7:06 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

Any mod could be packaged in an msi installer with a preset config, a nice desktop icon shortcut, shortcuts in the menu, etc. This is exactly what I want to do with the final release of my MOD in the coming weeks. If anyone has links to a good 'user friendly' Win7 installer package (that is free) t...
by sock
Tue Feb 19, 2013 3:42 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

Did you post on the Steam game hub for Quake? http://steamcommunity.com/app/2310 I looked at the steam Quake page a while ago and posted a couple of screenshots of my MOD to see if anyone was interested. I got no interest and I think is partly due to a couple problems. 1. The steam interface (scree...
by sock
Tue Feb 19, 2013 3:31 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

*Stupid idea* deleted.
by sock
Tue Feb 19, 2013 4:58 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

It's easy to lose sight of the nuances of the audience when you are a developer, it seems more likely this was a case of not reaching the audience than a case of the audience not caring. Totally agree, I have tried every way I know to reach the steam quake audience. It is impossible at this point t...
by sock
Tue Feb 19, 2013 4:16 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

Other than the fact it prevents unpleasant crashes, I'm inclined to think the engine should just set the cvar to 1 and be done with it. On gaining the GPL, the engine lost the need, or even ability, really, to do any enforcement and it really is the responsibility of the user to do the right thing....
by sock
Tue Feb 19, 2013 4:05 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

adding support for a second pop.lmp to enable support for -game etc is pointless. you might as well just disable the check entirely (and avoid including the copyrighted file to check it against inside the gpled engine). Some engine coders don't want to remove the original security checks. I know so...
by sock
Tue Feb 19, 2013 2:52 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

Here @ I3D were a small enough close-knit group you can feel free asking me in this thread about anything you'd normally do in a private message. Well it is no secret what I am trying to do, I have mentioned the idea at func and I wrote emails to Id asking them about the shareware version of Quake ...
by sock
Fri Feb 15, 2013 11:49 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

@leileilol, I think the BrutalDoom thing is good because it is a crazy old game and it is a thriving community of players who just love playing Doom. If something existed like that for Quake it would be awesome! lots of people wanting to play and test new Quake level/mod content, that would just roc...
by sock
Wed Feb 13, 2013 3:31 pm
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 68374

Re: Quake MOD - In The Shadows

@qbism, looks awesome, I am glad you found the time to add the new features to your engine. :) @rook, all the teleporter textures in the map are on func_wall entities with a skip texture on all sides except the warp star texture. The entity not showing is happening on a couple of different engines a...