Search found 62 matches

by Labman
Tue Apr 08, 2008 1:19 am
Forum: Engine Programming
Topic: A comparison of Quake Engines focused on Singleplayer
Replies: 32
Views: 12819

He has QMB as not supporting fullbrights and animation interpolation when it does :(

Almost motivates me to try and fix the mod crashing bugs... but i'm not sure anyone uses qmb these days
by Labman
Mon Apr 07, 2008 10:19 am
Forum: General Discussion
Topic: Quake Engine GPL Abuse
Replies: 59
Views: 25177

MauveBib wrote:Wah wah wah, ren is sniper, blah blah blah.

Did anyone even bother reading all that?
...
No.


Don't people have better things to do than troll?
by Labman
Thu Mar 27, 2008 9:52 am
Forum: General Discussion
Topic: Second Go!
Replies: 5
Views: 1779

Sounds like an interesting concept!

I'll try and partake in said mini mods
by Labman
Wed Mar 19, 2008 9:54 am
Forum: General Discussion
Topic: Spacewalk has been released
Replies: 27
Views: 14099

On the third map I explode at the start with the you cant step on the same square twice message.

I'm using darkplaces, not sure what the deal is there.
by Labman
Wed Mar 12, 2008 9:30 am
Forum: Artificial Intelligence
Topic: interfacing to C++ for bot coding
Replies: 11
Views: 9384

So, I have DP built and running the battlemech mod (camera issues aside), but the source is a bit much for me at the moment. Anyone have some tips on what to look for to put in my own hooks? I scanned prvm_cmds.c (since a poster mentioned pr_cmds.c), but not sure what to do there... is there a ...
by Labman
Tue Mar 11, 2008 10:00 am
Forum: Artificial Intelligence
Topic: interfacing to C++ for bot coding
Replies: 11
Views: 9384

Tomaz's globot is an engine side bot written in C, so that might be a good place to start as well.

The Vr2 codebase has it, its not the original one as i've hacked around with it a bit, check out the bot.c, bot_*.c and bot.h files you can download the source and other stuff at entar's site http ...
by Labman
Sun Dec 30, 2007 7:22 am
Forum: Engine Programming
Topic: 3D Skyboxes
Replies: 20
Views: 10070

You don't need a separated .bsp to do that. Just be sure the map has a sealed room, render normally from inside it (ie. including ordinary sky textures or conventional skyboxes), then clear the Z buffer and render the world skipping any sky polygons. A simple "skyroom" coordinate in the worldspawn ...
by Labman
Mon Aug 07, 2006 8:29 pm
Forum: Quake Events
Topic: August Speed Mod?
Replies: 5
Views: 19407

Working 8 till 4:30, monday till friday makes wednesday a poor choice for me.
by Labman
Mon Aug 07, 2006 8:24 pm
Forum: QuakeC Programming
Topic: Started modding
Replies: 7
Views: 3971

It was in bzip2 format, the latest on the link i posted is just regular zip so it should work for your crappy zip program, what ever it is (i tested the last with the windows xp builtin zip browser thing and it works fine)
by Labman
Tue Aug 01, 2006 8:34 pm
Forum: General Discussion
Topic: QuakeC Classes?
Replies: 9
Views: 2681

venomus wrote:Did anyone else think object orientated QC when they read the title of this thread? (I guess that would be OOQC - OOOK?) :shock:
Yeah i thought that too, however this QC Classes / Mapping Classes thing sounds like a good idea.
by Labman
Tue Aug 01, 2006 12:10 pm
Forum: QuakeC Programming
Topic: Started modding
Replies: 7
Views: 3971

Not sure if anyone noticed that this was the mod i continued for QExpo this year, also i made another release:
http://www.flyingsaucepan.com/QMB/

Has anyone actually tried it?
by Labman
Tue Aug 01, 2006 11:12 am
Forum: Quake Events
Topic: August Speed Mod?
Replies: 5
Views: 19407

Maybe not on a wednesday?
by Labman
Tue Aug 01, 2006 9:20 am
Forum: Gameplay & Design
Topic: Negative Re-inforcement
Replies: 5
Views: 5052

The spirit world does change slightly as you progress through the game.

Also I think it worked well as alot of fps's these days have are more focused on story and not just action, i know i dont what to have to see the same parts of the story just because one part of the game is a bitch to get past.
by Labman
Thu Jul 13, 2006 9:34 am
Forum: QuakeC Programming
Topic: Started modding
Replies: 7
Views: 3971

Yeah it appears to still be there. I didnt realise i did that so long ago!
by Labman
Mon Feb 28, 2005 12:13 pm
Forum: General Discussion
Topic: QMB 1.17 Release!
Replies: 1
Views: 1898

QMB 1.17 Release!

<pimpage>
Just incase you didn't all know

http://qmb.quakepit.com/

Feel free to comment.
</pimpage>