Search found 164 matches
- Fri Aug 31, 2012 1:44 am
- Forum: General Discussion
- Topic: Introduction Thread
- Replies: 124
- Views: 63778
Re: Introduction Thread
Thank you all for the well wishes. :)
- Wed Aug 29, 2012 4:59 am
- Forum: General Discussion
- Topic: Introduction Thread
- Replies: 124
- Views: 63778
Re: Introduction Thread
I just want to provide an update - I moved in with my boyfriend, Forest 'LordHavoc' Hale about three weeks ago and our life together couldn't be any more wonderful. :)
- Sat Aug 11, 2012 1:13 am
- Forum: General Discussion
- Topic: My fellow Quakers...
- Replies: 20
- Views: 9250
Re: My fellow Quakers...
Best of luck - we'll eagerly await your return and the fruits of your labour. :)
- Mon Jul 09, 2012 6:24 am
- Forum: Gameplay & Design
- Topic: improving the axe?
- Replies: 6
- Views: 17943
Re: improving the axe?
One anecdote I want to add, so long as we're talking about just the Quake axe in single player and not aFPS on-hand melee in general: Tronyn's Arcanum episode (I might be misremembering which one, though) enables the axe to gib zombies, which takes it from id1's mildly useless spawn weapon status up ...
- Sat Jul 07, 2012 6:16 am
- Forum: Gameplay & Design
- Topic: improving the axe?
- Replies: 6
- Views: 17943
Re: improving the axe?
What I'm doing in my game at the moment is handling on-hand melee with cones in place of traces: each melee attack fires off a findradius for hostiles, performs a dot product to check if any found hostiles are within the actual cone while recording the closest distance found for any that are ...
- Sat Jun 02, 2012 7:05 pm
- Forum: General Discussion
- Topic: Completely Off Topic - Playing Cards printer
- Replies: 2
- Views: 2523
Re: Completely Off Topic - Playing Cards printer
Your best bet would be to do some research in the pen and paper ruleset writing and prototyping communities, from a quick search I've been able to find a BGG thread on the topic and one possible source.
- Wed May 30, 2012 3:12 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511200
Re: What are you working on?
Game development tradition dictates that if your game involves fire in any significant amount, you must show at least one screenshot of it. :)


- Fri May 18, 2012 2:31 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511200
Re: What are you working on?
I just finished implementing the Brood-detecting goggles in Hunt or be Hunted r4, complete with a nice little scope graphic now that I've learned the arcane art of drawing a circle in GIMP..


- Mon May 07, 2012 5:14 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511200
Re: What are you working on?
In between one spate of Life Issues and the next I've been working on a little something alongside RMQ - some of you know what this is about, everyone else should be able to guess. :)


- Wed Mar 21, 2012 5:44 am
- Forum: QuakeC Programming
- Topic: custom monster macros n stuff - crash?
- Replies: 2
- Views: 2170
Re: custom monster macros n stuff - crash?
Is there a reason for why you are calling ai_run in an idle walk sequence?
- Mon Feb 20, 2012 4:28 am
- Forum: QuakeC Programming
- Topic: NO_LERP in QuakeC
- Replies: 15
- Views: 7060
Re: NO_LERP in QuakeC
dpextensions.qc says:
//DP_EF_TELEPORT_BIT
//idea: id software
//darkplaces implementation: divVerent
//effects bit:
float EF_TELEPORT_BIT = 2097152;
//description:
//when toggled, interpolation of the entity is skipped for one frame. Useful for teleporting.
//to toggle this bit in QC, you can do ...
//DP_EF_TELEPORT_BIT
//idea: id software
//darkplaces implementation: divVerent
//effects bit:
float EF_TELEPORT_BIT = 2097152;
//description:
//when toggled, interpolation of the entity is skipped for one frame. Useful for teleporting.
//to toggle this bit in QC, you can do ...
- Mon Jan 09, 2012 7:14 pm
- Forum: General Discussion
- Topic: Remake Quake 2011 SP Demo #3
- Replies: 2
- Views: 2710
Remake Quake 2011 SP Demo #3
Hello and happy new year,
We've just finished our fourth RMQ demo after a rather protracted development cycle that involved more than a few teething issues. Suffice it to say that we are back, we're ticking off more and more completed maps in our list, our QC is still in one piece and our engine is ...
We've just finished our fourth RMQ demo after a rather protracted development cycle that involved more than a few teething issues. Suffice it to say that we are back, we're ticking off more and more completed maps in our list, our QC is still in one piece and our engine is ...
- Thu May 26, 2011 1:26 pm
- Forum: Gameplay & Design
- Topic: Are there some Third Person Quake mods?
- Replies: 12
- Views: 21076
That was LTH's The Horror, actually. :)frag.machine wrote:Also, I remember about a Supa's mod using top down view with zombies.
- Mon May 23, 2011 2:24 pm
- Forum: General Discussion
- Topic: scar3crow, Sajt, FrikaC, LordHavoc
- Replies: 22
- Views: 8842
For what it's worth - I am working on a fairly ambitious personal project alongside RMQ, and though it's likely that it won't be ready for a public release until the end of this year I am planning on recording some promo videos. :) And as far as RMQ goes we're on track for another SP demo too.
It ...
It ...
- Mon Apr 25, 2011 12:56 pm
- Forum: General Discussion
- Topic: How to use different "gravity" for some entities i
- Replies: 12
- Views: 5869