Search found 368 matches

by Team Xlink
Mon Sep 05, 2011 1:48 am
Forum: Engine Programming
Topic: BINS_DDK.exe
Replies: 11
Views: 7066

by Team Xlink
Sun Aug 07, 2011 1:18 am
Forum: QuakeC Programming
Topic: Snippet
Replies: 24
Views: 5395

toneddu2000 wrote:Hi Nahuel, can you post some link to the documentation of FRIK_FILE?
Is it the same of this?
http://www.quake-1.com/docs/quakesrc.org/144.html
http://www.quake-1.com/docs/quakesrc.org/142.html
http://www.quake-1.com/docs/quakesrc.org/141.html
by Team Xlink
Wed Aug 03, 2011 7:10 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 5980881

goldenboy wrote:Image
That looks amazing!
by Team Xlink
Wed Aug 03, 2011 7:06 pm
Forum: Artificial Intelligence
Topic: Bots, the pros and cons, what are they for you?
Replies: 20
Views: 15403

Inspiration for AI * You can check leaked Thief 2 source code , ... look for files with SCR extension * Thief 2 postmortems on Gamasutra from TTLG * Thief design docs * Thief dev articles * some other links * explanation of Thief sensory system * AFAIK Thief uses waypoints, then it propagates suspi...
by Team Xlink
Wed Jul 27, 2011 5:55 am
Forum: Artificial Intelligence
Topic: Bot Spawn Points In Maps
Replies: 3
Views: 6010

Re: Bot Spawn Points In Maps

Hello. I was wondering how I could easily make a bot spawn point in a map just like the monsters have? I was wondering about the idea of doing it in a generic way but I suppose the Frik Bot would benefit the most people. Thank you. You can spawn a bot literally anywhere on the map, the info_player_...
by Team Xlink
Sun Jun 05, 2011 11:19 pm
Forum: Artificial Intelligence
Topic: Complete list of Quake bots
Replies: 11
Views: 8649

Theres GloBot.

Vengence R2 has the GloBot in it with better movement code if I recall correctly.

It also has an unfinished neural network.

I like the GloBot because its engine based.
by Team Xlink
Wed Apr 06, 2011 4:58 pm
Forum: Engine Programming
Topic: Makaqu Networking on DC
Replies: 14
Views: 2903

No Dreamcast homebrew software was ever able to connect to the Internet via dial-up, due to the lack of a PPP stack in the DC modem's KallistiOS driver. There are many homebrew programs that uses the broadband adapter instead, but this adapter is so expensive and rare there's no point in supporting...
by Team Xlink
Fri Mar 25, 2011 12:28 am
Forum: Engine Programming
Topic: Makaqu Networking on DC
Replies: 14
Views: 2903

Re: Makaqu Networking on DC

JasonX wrote:Suddenly, this question came to my mind: is networking possible in the Dreamcast with Makaqu or other ports?
Not yet, however I'm working on a way to network it and avoid requiring PPP support, BlueCrab says he thinks it will work, so I'm expecting a good outcome.
by Team Xlink
Fri Mar 25, 2011 12:16 am
Forum: Programming Tutorials
Topic: Session to Session Command History (Human Readable)
Replies: 6
Views: 4683

Thank you for the tutorial Baker.
by Team Xlink
Mon Feb 21, 2011 8:30 pm
Forum: Artificial Intelligence
Topic: Engine bots
Replies: 9
Views: 16202

Re: Engine bots

leileilol wrote: - no hackery up of mods to put a qc bot in (Testing convenience? doesn't seem effective on menu-based stuff like TF, and FVF...)
I like what you mentioned there, you can use it in any mod without QuakeC editing for the most part.
by Team Xlink
Fri Jan 28, 2011 7:23 pm
Forum: Programming Tutorials
Topic: Adding CSQC Support To The Quake Engine
Replies: 19
Views: 9753

ceriux wrote:ahh thank you.

one more question. which are the files that i need to compare?

Just open up the directories in winmerge, it will tell you if the files are different or not and whether there in both directories.
by Team Xlink
Fri Jan 28, 2011 6:43 pm
Forum: Programming Tutorials
Topic: Adding CSQC Support To The Quake Engine
Replies: 19
Views: 9753

Sweet! (i hate to ask. but could you add in the extra steps to add it into fitzquake?) Well, all this tutorial is was a wordy diff between Spike's CSQC WinQuake and GLQuake, to be honest it be a lot better to just use winmerge to implement it, this would be even better for customized engines, you c...
by Team Xlink
Fri Jan 28, 2011 6:34 pm
Forum: Programming Tutorials
Topic: Adding CSQC Support To The Quake Engine
Replies: 19
Views: 9753

Sweet! (i hate to ask. but could you add in the extra steps to add it into fitzquake?) Well, all this tutorial is was a wordy diff between Spike's CSQC WinQuake and GLQuake, to be honest it be a lot better to just use winmerge to implement it, this would be even better for customized engines, you c...
by Team Xlink
Fri Jan 28, 2011 6:02 pm
Forum: Programming Tutorials
Topic: Adding CSQC Support To The Quake Engine
Replies: 19
Views: 9753

ceriux wrote:i want this tutorial! :evil: :x
Wow, I didn't even know this thread was still here, I thought it got removed a while ago.

I've restarted the tutorial numerous times, and I always lose the files.
by Team Xlink
Thu Jan 27, 2011 12:38 am
Forum: Engine Programming
Topic: CSQC, MenuQC, effectinfo.txt, skeletal models -> Makaqu
Replies: 21
Views: 4176

The dreamcast is too slow for this kind of thing. If you want development for the dreamcast you'd have to start over. Not only that but the market is so sparse for it so it's a waste of effort. Nonsense!!!!! The market is grand, new RETAIL games come out every single year!!! (These RETAIL games are...