Search found 1026 matches

by FrikaC
Tue Apr 05, 2011 3:42 pm
Forum: General Discussion
Topic: QuakeC Lessons for the Experienced Newb
Replies: 14
Views: 5052

ThrowHead ("progs/h_knight.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health); Why the self.health? Why is it on each line and how would it be relevant to gibs, and does it matter between ThrowGib and ...
by FrikaC
Mon Apr 04, 2011 1:04 pm
Forum: General Discussion
Topic: QuakeDev.com contact?
Replies: 8
Views: 3498

I too have a site on Quakedev I'd like to be taken care of. In the Mafia sense.
by FrikaC
Tue Mar 15, 2011 5:35 pm
Forum: General Discussion
Topic: Prey 2
Replies: 13
Views: 4680

I'm working on the sequel because I like to eat and have a place to live.
by FrikaC
Tue Mar 15, 2011 2:35 pm
Forum: General Discussion
Topic: Prey 2
Replies: 13
Views: 4680

who said he was bald?
by FrikaC
Mon Feb 14, 2011 7:32 pm
Forum: General Discussion
Topic: what's the best tool for making sprites in quake?
Replies: 27
Views: 5897

I was speaking more of the palette shifts being ignored, because you're right, gamma should not apply.
by FrikaC
Fri Feb 11, 2011 4:33 pm
Forum: General Discussion
Topic: what's the best tool for making sprites in quake?
Replies: 27
Views: 5897

Well then I stand corrected, but that seems like a bug to me.
by FrikaC
Thu Feb 10, 2011 12:30 am
Forum: General Discussion
Topic: what's the best tool for making sprites in quake?
Replies: 27
Views: 5897

I may be wrong on that, but I remember the palette I got from a pcx screenshot not being correct and I assumed it was as a result of that.
by FrikaC
Mon Feb 07, 2011 11:42 pm
Forum: General Discussion
Topic: what's the best tool for making sprites in quake?
Replies: 27
Views: 5897

leileilol wrote:
FrikaC wrote:I think that's probably overkill, leilei.
not if you're opening hexen2 lmp files. having to open a palette every time would be madness since hexen2 has so many sprs and lmps
I do it from time to time, but okay, I guess if you're working with a lot of files those steps would get annoying.
by FrikaC
Mon Feb 07, 2011 10:31 pm
Forum: General Discussion
Topic: what's the best tool for making sprites in quake?
Replies: 27
Views: 5897

I can't comment on this sprite issue because I don't know what steps you took and what the source images were, I suspect you probably just jammed a few 24 or 32 bit images in the mix and fimg did the best it could with your input. The spr file reflects what you see in game, so the fault lies in the ...
by FrikaC
Thu Jan 27, 2011 8:48 pm
Forum: General Discussion
Topic: Adios monster_amigos
Replies: 15
Views: 6841

Arrive safely, live the rest of your life dangerously.
by FrikaC
Fri Jan 07, 2011 10:51 pm
Forum: General Discussion
Topic: Which would you prefer? Speed/Turtle Modding?
Replies: 11
Views: 2827

The speedmod sessions we had that were like 2 hours were the best and also insane.
by FrikaC
Wed Dec 29, 2010 8:57 pm
Forum: General Discussion
Topic: Prydon Gate's models
Replies: 5
Views: 1707

Prydon's models are all mostly scavenged and derivative of copyrighted work (for example, QUAKE GUY'S FACE ON EVERYONE and the white knight skin, and so on)

In older versions, yes. The final release had the player and bandits replaced with an original model by Chillo. I had forgotten about the ...
by FrikaC
Wed Dec 29, 2010 8:48 pm
Forum: General Discussion
Topic: Prydon Gate's models
Replies: 5
Views: 1707

I think I can speak for all the original model authors that contributed in saying go ahead and use the Prydon Gate models if you want. Just don't misrepresent where you got them from.

I of course cannot speak for the models included from ELF's TDA episode, most of which are conversions from ...
by FrikaC
Wed Dec 29, 2010 8:42 pm
Forum: General Discussion
Topic: .PGG
Replies: 6
Views: 1825

It is not a universal format. The PG in the name literally stands for "Prydon Gate"

The format is the raw values sent to the parm encoder in the game (in single player, without support for external files, all the information is encoded on parms for the pgf files and on cvars/serverflags for the pgg ...