Search found 80 matches

by dr_mabuse
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...
by dr_mabuse
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...
by dr_mabuse
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
by dr_mabuse
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...
by dr_mabuse
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 -.-
by dr_mabuse
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 ;)
by dr_mabuse
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...
by dr_mabuse
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...
by dr_mabuse
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 :D
by dr_mabuse
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??
by dr_mabuse
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!!
by dr_mabuse
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...
by dr_mabuse
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)..
by dr_mabuse
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...
by dr_mabuse
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!!