Search found 1120 matches
- Mon Nov 04, 2019 8:13 pm
- Forum: Project Showcase
- Topic: LibreQuartz
- Replies: 1
- Views: 1223
Re: LibreQuartz
Interesting, I need to download more of it. Looking at the zombie (no zombie tree, yay!) and enforcer models theres some real potential here. The problem point is that they look a bit too much like quake, which could invite trouble should Bethedsa see it and decide to get all assy. :sad: Update: Jus...
- Thu Aug 01, 2019 7:34 pm
- Forum: General Discussion
- Topic: saw this on facebook
- Replies: 3
- Views: 2166
Re: saw this on facebook
Neat, though 117mb seems kinda big for what D4T does (arguably better) in Doom / Doom 2 for 60mb.
Weapon models (skins mainly) could use some work, also a better engine that supports some custom particles would probably work wonders for it too...
Still, its pretty cool.
Weapon models (skins mainly) could use some work, also a better engine that supports some custom particles would probably work wonders for it too...
Still, its pretty cool.

- Mon Jul 29, 2019 9:20 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 11220
Re: FTEQW default dir
Welp, looks like installing mingw64-x86_64-gcc-core did the trick. Now I am getting the opus error toneddu2000 mentioned. I'll comment the makefile and try again tomorrow... it's REALLY late to me here. Thanks for the support Spike! Great to hear you got it to compile! :smile: In other news, in the...
- Mon Jul 22, 2019 12:33 am
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 11220
Re: FTEQW default dir
to (cross) compile fte for native windows from cygwin, msys, or from linux: *change directory to the engine subdir* make makelibs FTE_TARGET=win64 -j8 #this downloads+compiles third-party dependancies as static libraries *msys workaround: hack the zlib makefile to remove its windows-specific error,...
- Sun Jul 21, 2019 10:00 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 11220
Re: FTEQW default dir
Nice to hear it worked, Doctor (even if partially). Are you using the latest build ? I got the last update from SVN but still figthing with Visual Studio Express 2017 to compile it. Care to share your binaries ? :razz: I just got 5493 (still reports as 5492 ingame), _skyaxis and _skyrotate (*drools...
- Sun Jul 21, 2019 7:43 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 11220
Re: FTEQW default dir
if you want dynamic ents then set r_ignoreentpvs to 0. that tweak tells the client that it can actually trust the pvs of various entities and thereby draw only the ents inside the skyroom for the skyroom, without drawing ents that should not be visible. note that the cvar tweak will show any glitch...
- Sat Jul 20, 2019 4:49 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 11220
Re: FTEQW default dir
I never had time to mess around with the CSQC skyroom stuffs due to lack of time. Anyway I gave this a whirl with q2bsp, using some old test map I had, what I found: 1. _skyaxis / _skyrotate is still broken / not working. 2. _skyroom appears to work flawlessly. VERY COOL AND AWESOME! :biggrin: Just ...
- Sat Jul 06, 2019 9:55 pm
- Forum: QuakeC Programming
- Topic: The quick brown dog jumped over the lazy corpse...
- Replies: 6
- Views: 2674
Re: The quick brown dog jumped over the lazy corpse...
try .hitcontentsmaski if you want to be explicit about the types of volumes with which an entity can collide with, be that regular solids, playerclip, monsterclip, bodies (read: normal bbox ents), or corpses. Just as a follow up, it seems like there's something odd going on here with SOLID_CORPSE. ...
- Sun Jun 30, 2019 7:09 pm
- Forum: QuakeC Programming
- Topic: The quick brown dog jumped over the lazy corpse...
- Replies: 6
- Views: 2674
Re: The quick brown dog jumped over the lazy corpse...
Looks like there needs to be some collision exclusion filters for SOLID_CORPSE. Note that monsters won't walk over SOLID_CORPSE, and oddly, hitscan attacks don't connect. Maybe Spike should add collision exclusion for FL_MONSTER and FL_ITEM with SOLID_CORPSE? Regarding blood, you need to modify Spaw...
- Sun Apr 21, 2019 3:27 pm
- Forum: News & Announcements
- Topic: Registering on the Inside3D Forums Part 2: The Revenge
- Replies: 46
- Views: 25249
Re: Registering on the Inside3D Forums Part 2: The Revenge
Can a mod please review daemon's mail address change? They cannot login anymore until a manual review has been done... And can we please get some active mods, maybe even people who are on IRC? *cough* Somehow I never saw this post, been kinda busy and dealing with a health issue. (eye problem) Anyw...
- Tue Mar 19, 2019 5:44 pm
- Forum: General Discussion
- Topic: 3D Realms Plans QUAKE-Engine Shooter
- Replies: 17
- Views: 6368
Re: 3D Realms Plans QUAKE-Engine Shooter
Watched the video, now for the crushingly critical review: 1. Video jumps around a bit too much. 2. Doublebarrel shotgun / triple barrel shotgun look good. Nailgun is sorta...eh. "Loogie" gun as well. 3. Maps and textures are good, but the enemies are definitely the weakest point right now...
- Mon Dec 03, 2018 10:09 pm
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 8641
Re: statue code from doe
Looks like you're not using the latest version of the source code. If you've got the model file where you want it, I'll take a look about updating the proper 1.1 version of the sourcecode to work with the latest iteration of the model. (looks like it needs a little shifting back on the frame for wal...
- Wed Oct 31, 2018 4:36 pm
- Forum: General Discussion
- Topic: 3D Realms Plans QUAKE-Engine Shooter
- Replies: 17
- Views: 6368
Re: 3D Realms Plans QUAKE-Engine Shooter
I read the article, it says its still unconfirmed rumor?



- Sun Oct 28, 2018 7:51 pm
- Forum: General Discussion
- Topic: 3D Realms Plans QUAKE-Engine Shooter
- Replies: 17
- Views: 6368
Re: 3D Realms Plans QUAKE-Engine Shooter
Rectal Cancer. 'nuff said. 
Sorry, I'd be more polite with my opinion, but this IS 3D Realms we're talking about here.

Sorry, I'd be more polite with my opinion, but this IS 3D Realms we're talking about here.
- Sun Oct 21, 2018 9:34 pm
- Forum: QuakeC Programming
- Topic: Best way to animation models?
- Replies: 1
- Views: 1738
Re: Best way to animation models?
Control weaponframe animation via PlayerPostThink or better, W_WeaponFrame (in weapons.qc).
Use an animation state control system, and make some functions to more easily set / cancel animations as needed.
That way, you can avoid interrupting player animations.
Use an animation state control system, and make some functions to more easily set / cancel animations as needed.
That way, you can avoid interrupting player animations.