Looks like I missed this mod! I'll have to check the videos out when I get home. Everytime someone mentions Gyro, I feel a little embarrased because of the bugs I've found in the 2.0 version...
Screenshots look good, though. Is that the SoF shotgun?
Search found 129 matches
- Wed Aug 09, 2006 11:37 am
- Forum: General Discussion
- Topic: Gyro Physics / Vengeance R2 AVI?
- Replies: 16
- Views: 5781
- Wed Aug 09, 2006 11:31 am
- Forum: General Discussion
- Topic: Piracy is killing PC Gaming
- Replies: 13
- Views: 4337
- Mon Aug 07, 2006 11:40 pm
- Forum: Quake Events
- Topic: August Speed Mod?
- Replies: 5
- Views: 19407
- Mon Aug 07, 2006 3:50 pm
- Forum: General Discussion
- Topic: The jerk enters
- Replies: 2
- Views: 1470
- Sat Aug 05, 2006 10:41 pm
- Forum: QuakeC Programming
- Topic: Wave-based game
- Replies: 21
- Views: 8146
Now, let's see, I made a coop mod like this a while back. Can't remember everything about it though...
I know I had the waves pre-coded in the QC, which was easy to do, but meant every map had the same monsters in it. Having an entity for each wave would certainly work though. How you'd access the ...
I know I had the waves pre-coded in the QC, which was easy to do, but meant every map had the same monsters in it. Having an entity for each wave would certainly work though. How you'd access the ...
- Thu Aug 03, 2006 9:56 pm
- Forum: General Discussion
- Topic: My name is Inigo Montoya...
- Replies: 28
- Views: 14884
- Tue Aug 01, 2006 11:49 am
- Forum: General Discussion
- Topic: QuakeC Classes?
- Replies: 9
- Views: 2681
Sounds like a good idea to me. QuakeC's about the easiest way to learn to mod, not only because the language is pretty simple, but also because it's so easy to get your mod compiled and running.
I don't really know how online classes work though - what makes them different to just following a good ...
I don't really know how online classes work though - what makes them different to just following a good ...
- Tue Aug 01, 2006 11:35 am
- Forum: Gameplay & Design
- Topic: Negative Re-inforcement
- Replies: 5
- Views: 5052
- Tue Aug 01, 2006 11:29 am
- Forum: Gameplay & Design
- Topic: How do you play?
- Replies: 17
- Views: 14959
- Mon Jul 31, 2006 11:35 am
- Forum: QuakeC Programming
- Topic: Needs help about dodging qc
- Replies: 8
- Views: 3397
- Sun Jul 30, 2006 3:52 pm
- Forum: QuakeC Programming
- Topic: Needs help about dodging qc
- Replies: 8
- Views: 3397
Twice button = double-tap?
It's tricky, since standard Quake engines handle player movement independently of QuakeC, so you can't easily read cursor/WASD presses. Last time I needed something like this, I completely hi-jacked the player's velocity and derived the key presses from that, but that was ...
It's tricky, since standard Quake engines handle player movement independently of QuakeC, so you can't easily read cursor/WASD presses. Last time I needed something like this, I completely hi-jacked the player's velocity and derived the key presses from that, but that was ...
- Sun Jul 30, 2006 3:45 pm
- Forum: General Discussion
- Topic: Interactive Help Format
- Replies: 7
- Views: 2340
- Sun Jul 30, 2006 11:38 am
- Forum: General Discussion
- Topic: Interactive Help Format
- Replies: 7
- Views: 2340
Interactive Help Format
Hi guys!
What format would you suggest for making interactive documentation?
.txt is obviously universally readable, but gets muddled pretty quickly as it grows larger, so what about .chm or .hlp? Any troubles using them under non-Windows systems?
What format would you suggest for making interactive documentation?
.txt is obviously universally readable, but gets muddled pretty quickly as it grows larger, so what about .chm or .hlp? Any troubles using them under non-Windows systems?
- Sat Jul 29, 2006 4:53 pm
- Forum: Quake Events
- Topic: Turtlemod?
- Replies: 6
- Views: 7717
- Fri Jul 28, 2006 12:23 am
- Forum: Quake Events
- Topic: Turtlemod?
- Replies: 6
- Views: 7717