If you decided to go back to engine coding, would you base it on Telejano or write something new from scratch?
Well. QuakeC is like VisualBasic (or Delphi or whatever "Visual" lenguaje you can use). You can make mods much faster that with raw C. Is a fast mod prototyping tool (to use marketdroid ...
Search found 193 matches
- Sat Aug 12, 2006 6:24 pm
- Forum: General Discussion
- Topic: Non-Q1 mods that ought to be converted
- Replies: 14
- Views: 4550
Re: Non-Q1 mods that ought to be converted
Now we know more, there are like 4 mayor types of multiplayer games (or more):
- Quake3 alike. That is "Pure DM". Like Nexuiz, Quake3, etc
- Counter Strike alike. That is "Tactical Urban Warfare" mods
- QuakeWorld alike. That is "Electronic Sports". Like QuakeWorld, and Warsow, and other ...
- Quake3 alike. That is "Pure DM". Like Nexuiz, Quake3, etc
- Counter Strike alike. That is "Tactical Urban Warfare" mods
- QuakeWorld alike. That is "Electronic Sports". Like QuakeWorld, and Warsow, and other ...
- Fri Aug 11, 2006 8:26 am
- Forum: General Discussion
- Topic: Tei
- Replies: 11
- Views: 2843
Re: Tei
Hahahah... I am programming, but on my job. Doing web things. Also I was testing the water for webgames. I migrated to Linux, but I whas unable to configure the 3D aceleration of a ATI card. Finnaly I remove the ATI and installed a Nvidia and whas able to play GL engines again.
I am somewhat stuck ...
I am somewhat stuck ...
- Thu Aug 10, 2006 10:40 am
- Forum: QuakeC Programming
- Topic: Reference Code
- Replies: 5
- Views: 2841
Re: Reference Code
He!.
I have no idea of that menu.dat and FTE thing. Seems that I have to google for it...
I have no idea of that menu.dat and FTE thing. Seems that I have to google for it...
- Wed Aug 09, 2006 12:07 pm
- Forum: General Discussion
- Topic: Gyro Physics / Vengeance R2 AVI?
- Replies: 16
- Views: 5781
Hehehe.. I tried to do something alike the Matt code for Telejano. It already support a lot of func_* stuff builtin on the engine, to able to play HL2 maps (fund_ladder, etc..). I tried to code func_pushable the way is implemented by Matt. And failed, I am not good on math's and the BSP models are ...
- Wed Aug 09, 2006 11:55 am
- Forum: Gameplay & Design
- Topic: How do you play?
- Replies: 17
- Views: 14959
- Tue Aug 08, 2006 9:12 pm
- Forum: Engine Programming
- Topic: What is the correct engine? (If there is even one)
- Replies: 19
- Views: 10310
- Tue Aug 08, 2006 9:07 pm
- Forum: General Discussion
- Topic: Piracy is killing PC Gaming
- Replies: 13
- Views: 4337
- Tue Aug 08, 2006 4:14 pm
- Forum: Engine Programming
- Topic: What is the correct engine? (If there is even one)
- Replies: 19
- Views: 10310
Re: What is the correct engine? (If there is even one)
Open spaces are hard. Even for the engines that handle it well (HL2) or seems that support it (Q3).Kronus wrote:I'm looking to fool around and work on a game that includes very wide open spaces.
Torque seems a good idea here.
- Tue Aug 08, 2006 4:11 pm
- Forum: QuakeC Programming
- Topic: SuperTraceWalk!
- Replies: 3
- Views: 2112
Re: SuperTraceWalk!
I will test it as posible.
How is this better than normal? Bots avoid lava? Move faster? seems more intelligent?

How is this better than normal? Bots avoid lava? Move faster? seems more intelligent?
- Tue Aug 08, 2006 4:06 pm
- Forum: General Discussion
- Topic: My name is Inigo Montoya...
- Replies: 28
- Views: 14884
- Thu Aug 25, 2005 2:18 pm
- Forum: General Discussion
- Topic: Quake mod reviews?
- Replies: 11
- Views: 5196
- Mon Aug 22, 2005 2:54 pm
- Forum: General Discussion
- Topic: Defeat In Detail 2
- Replies: 47
- Views: 15395
Re: Defeat In Detail 2
Downloading.... 
- Mon Aug 22, 2005 2:53 pm
- Forum: General Discussion
- Topic: Lunkin's Journey
- Replies: 17
- Views: 7744
- Fri Aug 19, 2005 3:06 pm
- Forum: General Discussion
- Topic: Fiend Hunter Zero
- Replies: 4
- Views: 3211
Re: Fiend Hunter Zero
I like the idea.
But its need a system to automatically manage that.
But its need a system to automatically manage that.