I agree with Spirit about Single-player; this is the very purpose of saved games. Perhaps an auto-save would be more convenient though.
The teleporter Spirit mentions for Coop reminds me of playing Halo with my brother - if a player died they would respawn near to the other player so they could ...
Search found 8 matches
- Sat Apr 13, 2013 2:25 pm
- Forum: Engine Programming
- Topic: Limited "God" Mode -- Thoughts
- Replies: 13
- Views: 5042
- Thu Apr 11, 2013 1:07 am
- Forum: Engine Programming
- Topic: Targeting 64-bit
- Replies: 24
- Views: 10434
Re: Targeting 64-bit
Just to be fair, and to further confuse the issue, it's entirely possible to have mixed 32/64 in a consumer product! This laptop - a Toshiba - came with a 64-bit Athlon chip but 32-bit Windows Vista.
- Thu Apr 04, 2013 3:31 pm
- Forum: QuakeC Programming
- Topic: Demonstration- Darkplaces Dynamic Day/Night/Weather system
- Replies: 15
- Views: 7139
Re: Demonstration- Darkplaces Dynamic Day/Night/Weather syst
Nice!
I noticed there was "mud" instead of "dust" when it was raining while you walked - do they dry up and disappear when it's not raining and it becomes day again?
I noticed there was "mud" instead of "dust" when it was raining while you walked - do they dry up and disappear when it's not raining and it becomes day again?
- Thu Apr 04, 2013 3:26 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511199
Re: What are you working on?
Another step closer - I've been modifying DP (engine-side, not QC) to fit what I want to try and to learn some programming. Thanks to the easy record a video feature of DarkPlaces, I have proof!
http://www.youtube.com/watch?v=UflwlAum4as
I'm working on a Quake engine based game. The goal is a ...
http://www.youtube.com/watch?v=UflwlAum4as
I'm working on a Quake engine based game. The goal is a ...
- Thu Apr 04, 2013 3:13 am
- Forum: Mapping
- Topic: Best way to do Vegetation?
- Replies: 4
- Views: 3180
Re: Best way to do Vegetation?
Combine the methods to get the best of both worlds?
Oh, and I didn't see anything on the DP docs that indicated that there could be a alpha map - it seems to be part of the diffuse only? I was going to suggest a 2-bit alpha texture if that was an option but I suppose not.
Oh, and I didn't see anything on the DP docs that indicated that there could be a alpha map - it seems to be part of the diffuse only? I was going to suggest a 2-bit alpha texture if that was an option but I suppose not.
- Sat Mar 16, 2013 7:22 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511199
Re: What are you working on?
Skyroads, now that's going back :)
Yeah, the characteristic look of a Star Wars shuttle was one of the reasons this doesn't have a vertical fin at the rear, despite the fact that - aerodynamically - it's rather unstable or uncontrollable without it, hah. In theory anyway. It IS a fictional ...
Yeah, the characteristic look of a Star Wars shuttle was one of the reasons this doesn't have a vertical fin at the rear, despite the fact that - aerodynamically - it's rather unstable or uncontrollable without it, hah. In theory anyway. It IS a fictional ...
- Fri Mar 15, 2013 9:11 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511199
Re: What are you working on?
Thanks and thanks. My goal is aerial racing, but I wouldn't be surprised (or adverse) to end up with a combat version; either as a side project to share resources or just as one of the steps along the way as I mod.qbism wrote:Welcome to I3D! Very Quakish vehicle. Aerial combat game?
- Thu Mar 14, 2013 1:53 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511199
Re: What are you working on?
Messing around in blender working on some game models for a game I want to make. Some of you may have seen this from #qc. Feedback is always welcome, cheers!
http://www.youtube.com/watch?v=jDmnvaoJ7Q4
http://www.youtube.com/watch?v=jDmnvaoJ7Q4