Search found 80 matches
- Wed Feb 08, 2012 10:48 pm
- Forum: Engine Programming
- Topic: Questions regarding FTEQW
- Replies: 5
- Views: 1530
Re: Questions regarding FTEQW
Question 4: Any feature or features and/or methods to go about doing decent cut scenes? Such as camera options/settings pausing player interaction etc. My mod is using this method for creating cutscenes: http://www.quaddicted.com/reviews/vision.html I am not 100% sure, but i think its the same like...
- Wed Feb 08, 2012 6:52 pm
- Forum: Modeling
- Topic: Modeller Wanter (Is this allowed?)
- Replies: 62
- Views: 18777
Re: Modeller Wanter (Is this allowed?)
Well it works, thats good, and I hope I commented it enough for the learning experience of it and you can now tweak it yourself to fit your needs. You haven't seen messy code until you have seen L4Q's QC source ;) . L4Q was my "im learning all this crap" dummy code. Yes thanks :) For lear...
- Wed Feb 08, 2012 6:18 pm
- Forum: Modeling
- Topic: Modeller Wanter (Is this allowed?)
- Replies: 62
- Views: 18777
Re: Modeller Wanter (Is this allowed?)
It works, but it needs some tweaking
It is mainly for the Venom Chaingun and the silenced Sten MK2..
But my QC is a big mess anyway xD
It is mainly for the Venom Chaingun and the silenced Sten MK2..
But my QC is a big mess anyway xD
- Wed Feb 08, 2012 6:06 pm
- Forum: Modeling
- Topic: Modeller Wanter (Is this allowed?)
- Replies: 62
- Views: 18777
Re: Modeller Wanter (Is this allowed?)
Ghost_Fang is right... :) And you cant do a Quakemod 100% alone if you are new to Quakemodding... i have asked many many people for help (simulating weapon overheating, making a knife like in cod and so on...), and also made some thing complete alone the "trial and error" way... I have als...
- Mon Feb 06, 2012 9:15 pm
- Forum: Engine Programming
- Topic: DQuake PSP
- Replies: 118
- Views: 21158
Re: DQuake PSP
Are there files missing in the source?
I just want to remove the 200 vectrices limit on quake MDLS -.-
I just want to remove the 200 vectrices limit on quake MDLS -.-
- Sun Feb 05, 2012 5:38 pm
- Forum: QuakeC Programming
- Topic: Adding new functions to frikbots?
- Replies: 4
- Views: 1937
Re: Adding new functions to frikbots?
*Facepalm* lol, ofcourse, thx for reminding me...
I should not drink and mod anymore xD
Anyways, it works now
I should not drink and mod anymore xD
Anyways, it works now
- Sun Feb 05, 2012 5:27 am
- Forum: QuakeC Programming
- Topic: Adding new functions to frikbots?
- Replies: 4
- Views: 1937
Re: Adding new functions to frikbots?
thanks ;) And yes, i have plans to remove my IT_AXE to make place for a new weapon, and the new "Axe" is called by my Impulse 13 now (look and feel from Call of Duty). My Betty thing works the same way... EDIT: i dont have tested your method atm but i think it wont work this way, because t...
- Sun Feb 05, 2012 1:41 am
- Forum: QuakeC Programming
- Topic: Adding new functions to frikbots?
- Replies: 4
- Views: 1937
Adding new functions to frikbots?
Hi, I have 2 new impulsecommands for my Knife and for Placing Landmines in the game: WEAPONS.QC if (self.impulse == 13) KnifeAttck(); // Knife Attack if (self.impulse == 14) DropBetty (); //Place Landmine How can i add these functions to the frikbots? The knife attack should only used in close comba...
- Tue Jan 24, 2012 2:15 am
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 61704
Re: ProQuake 4.70 PSP Build
Nice, PCX is ok
Making skyboxes for Kurok and ProQuake was always a pain:
http://bladebattles.com/forums/viewtopic.php?f=13&t=714
PCX should do the job
EDIT: i love the Engine X HUD
Making skyboxes for Kurok and ProQuake was always a pain:
http://bladebattles.com/forums/viewtopic.php?f=13&t=714
PCX should do the job
EDIT: i love the Engine X HUD
- Tue Jan 24, 2012 1:26 am
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 61704
Re: ProQuake 4.70 PSP Build
Nice to hear
Will we able to use external skyboxes as jpg/pcx??
Will we able to use external skyboxes as jpg/pcx??
- Mon Jan 23, 2012 11:27 pm
- Forum: Modeling
- Topic: Modeller Wanter (Is this allowed?)
- Replies: 62
- Views: 18777
Re: Modeller Wanter (Is this allowed?)
GREAT!!!
Whit this behavior you will get even more friends hand ppl who can help you!!
BRAVO!!
Whit this behavior you will get even more friends hand ppl who can help you!!
BRAVO!!
- Mon Jan 23, 2012 9:47 pm
- Forum: Engine Programming
- Topic: DQuake PSP
- Replies: 118
- Views: 21158
Re: DQuake PSP
I have tested the SLIM build with Vanilla Quake and my mod and MD3 models, and i was like this: :shock: :shock: :shock: It seems to lag in lager maps with skyboxes, but i am still impressed by the features. The only thing i dont like is the vectrices limit on MDL models, and HLBSP maps needs the tex...
- Mon Jan 23, 2012 6:12 pm
- Forum: Modeling
- Topic: Adding a weapon to the 3rd person quake guy
- Replies: 20
- Views: 34848
Re: Adding a weapon to the 3rd person quake guy
http://forums.inside3d.com/viewtopic.ph ... &start=180
Scroll down, Jukki wrote how he did it in Nazi Zombies PSP...
You just need a weaponless playermodel and the 3rd person weapons animated to match the playeranimations (hard work)..
Scroll down, Jukki wrote how he did it in Nazi Zombies PSP...
You just need a weaponless playermodel and the 3rd person weapons animated to match the playeranimations (hard work)..
- Sun Jan 22, 2012 9:38 pm
- Forum: Engine Programming
- Topic: DQuake PSP
- Replies: 118
- Views: 21158
Re: DQuake PSP
Anybody found out how to compile dquake with cygwin?
I still cant get it to work, it always says "progs/s_light.spr not found", but it IS in the progs folder...
I still cant get it to work, it always says "progs/s_light.spr not found", but it IS in the progs folder...
- Sun Jan 22, 2012 8:14 pm
- Forum: Programming Tutorials
- Topic: [Tutorial PSP]-Compiling Quake For The PlayStation Portable.
- Replies: 38
- Views: 29905
Re: [Tutorial PSP]-Compiling Quake For The PlayStation Porta
Sorry for bumping but since megaupload is down somebody should upload it to another filehoster, this is super helpfull for compiling PSP Quake/Kurok/ProQuake!!