Search found 164 matches

by Supa
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. :)
by Supa
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. :)
by Supa
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. :)
by Supa
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 ...
by Supa
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 ...
by Supa
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.
by Supa
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. :)

Image
by Supa
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..

Image
by Supa
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. :)


Image
by Supa
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?
by Supa
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 ...
by Supa
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 ...
by Supa
Thu May 26, 2011 1:26 pm
Forum: Gameplay & Design
Topic: Are there some Third Person Quake mods?
Replies: 12
Views: 21076

frag.machine wrote:Also, I remember about a Supa's mod using top down view with zombies.
That was LTH's The Horror, actually. :)
by Supa
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 ...
by Supa
Mon Apr 25, 2011 12:56 pm
Forum: General Discussion
Topic: How to use different "gravity" for some entities i
Replies: 12
Views: 5869

You don't need to specifically implement .gravity into Quake, it's a less documented feature of v1.08 (or v1.07, I can't remember) and onwards. What you do need to do, however, is define it in the QC gamecode like any other float field with .float gravity.