Search found 129 matches

by Quake Matt
Wed Aug 09, 2006 11:37 am
Forum: General Discussion
Topic: Gyro Physics / Vengeance R2 AVI?
Replies: 16
Views: 5781

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?
by Quake Matt
Wed Aug 09, 2006 11:31 am
Forum: General Discussion
Topic: Piracy is killing PC Gaming
Replies: 13
Views: 4337

Most games suck now with a very few making it over the "This is a waste of time" mark.
Also signed.

I'll happily buy any PC game that looks worth having. Anything else I'll just pirate or, if I can't do that, I'll ignore. No point spending money on a sub-par game.

On the other hand, of course ...
by Quake Matt
Mon Aug 07, 2006 11:40 pm
Forum: Quake Events
Topic: August Speed Mod?
Replies: 5
Views: 19407

It'd be for my benefit too, since I work on wednesdays as well.
by Quake Matt
Mon Aug 07, 2006 3:50 pm
Forum: General Discussion
Topic: The jerk enters
Replies: 2
Views: 1470

Well we wouldn't want a showing of privates...
by Quake Matt
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 ...
by Quake Matt
Thu Aug 03, 2006 9:56 pm
Forum: General Discussion
Topic: My name is Inigo Montoya...
Replies: 28
Views: 14884

Graduating through Sega Master System, Megadrive, Saturn, Dreamcast, Xbox and now 360.
Same console progression as me!

Anyway, I'm Matthew Lawrence, 21, living on the coast of Lincolnshire, England. I've been into Quake ever since it came out and used to mod it about five or six year ago, then ...
by Quake Matt
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 ...
by Quake Matt
Tue Aug 01, 2006 11:35 am
Forum: Gameplay & Design
Topic: Negative Re-inforcement
Replies: 5
Views: 5052

I've only played the demo, so I'm not too informed on Prey, but I do think they've handled dying pretty well. It's basically just a logical extension to quick-saving, but more interesting and thematic.

I know it doesn't count so much for Prey, but dying in narrative-driven games really annoys me ...
by Quake Matt
Tue Aug 01, 2006 11:29 am
Forum: Gameplay & Design
Topic: How do you play?
Replies: 17
Views: 14959

Yeah, pretty much vanilla DP for me too. Apart from stainmaps and bloom, it looks and feels pretty close to the good ol' days!

Although, I did see a texture pack (preview?) during QExpo that tickled my fancy...
by Quake Matt
Mon Jul 31, 2006 11:35 am
Forum: QuakeC Programming
Topic: Needs help about dodging qc
Replies: 8
Views: 3397

Oh yeah it can screw one up, just look at Peak Monastery in UT.
Yeah, that was a killer! Fortunately, it always reminded me to go into the options and turn dodge off if I hadn't already!

On the subject of wall-jumping, has anyone tried adding it to Quake? I did in a mod a few years ago, which ...
by Quake Matt
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 ...
by Quake Matt
Sun Jul 30, 2006 3:45 pm
Forum: General Discussion
Topic: Interactive Help Format
Replies: 7
Views: 2340

Gah, I was hoping you wouldn't say that... I'm never happy with multiple-file documentation!

Ah well, I guess I'd have to make .html files for .chm anyway, so I might as well go with that. Thanks!
by Quake Matt
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?
by Quake Matt
Sat Jul 29, 2006 4:53 pm
Forum: Quake Events
Topic: Turtlemod?
Replies: 6
Views: 7717

I'll be gone by the 17th, so that's not so good for me...
by Quake Matt
Fri Jul 28, 2006 12:23 am
Forum: Quake Events
Topic: Turtlemod?
Replies: 6
Views: 7717

Yeah, I'm certainly interested. I work on wednesdays, so I don't get to participate in the speedmod very easily.

Any week should be good for me, except around the end of August, since I'm away.