Search found 74 matches

by HeadThump
Wed Nov 15, 2006 7:09 pm
Forum: General Discussion
Topic: The "Submit A Site" Thread
Replies: 10
Views: 3815

yeap. it certainly is -- thanks!
by HeadThump
Wed Nov 15, 2006 4:33 am
Forum: General Discussion
Topic: The "Submit A Site" Thread
Replies: 10
Views: 3815

lol, btw anon and anon_scratching belly was me.

Nice blog Cocot.

Echon has been kind enough to reserve some space on Quakedev for me -- http://mortisville.quakedev.com/ Not much to see yet, though I wrote a few meandering post in the forum. 27 views so far, I Rock!

I'm getting some new material ...
by HeadThump
Sun Nov 05, 2006 10:41 pm
Forum: QuakeC Programming
Topic: Quakec Function Doubt
Replies: 17
Views: 8119

Is there something missing? It sounded like the flicker of a [spank] flame [/spank] was beginning to flare up. :)
by HeadThump
Wed Nov 01, 2006 5:30 pm
Forum: QuakeC Programming
Topic: Fog in DP / DP extensions
Replies: 11
Views: 4470

:)

jim-from-the-office-staring-at-his -screen-avoiding-gaze-of-pranked-coworker.
by HeadThump
Sat Oct 14, 2006 5:42 am
Forum: Mapping
Topic: using custom maps
Replies: 18
Views: 13508

When I began mapping, I was the noobiest noobie in all of Noobiedom. Nothing I tried ever worked as it should on the first go at it.
by HeadThump
Thu Oct 12, 2006 3:41 pm
Forum: Quake Events
Topic: Rocktober Speedmod?
Replies: 15
Views: 36092

What Mad Licker's Like?
by HeadThump
Thu Oct 12, 2006 3:36 pm
Forum: Mapping
Topic: using custom maps
Replies: 18
Views: 13508

the compile process will generate Qbsp_log.txt, vis.log and light.log (among other files like, mymap.vis, mymap.prt). Even if a bsp file isn't created, it will generate the Qbsp_log.txt, if the .bat program is written correctly and if the txQbsp.exe file is in the same folder (you can use other ...
by HeadThump
Thu Oct 12, 2006 2:36 am
Forum: Mapping
Topic: using custom maps
Replies: 18
Views: 13508

okay, here is the quick and dirty way to get a map to compile into a bsp. I'm skipping editor set ups and the like. There are smoother ways to do this but I like to do things manually.

Down load these two files:

http://user.tninet.se/~xir870k/txqbspbjp.zip

http://user.tninet.se/~xir870k/visbjp ...
by HeadThump
Wed Oct 11, 2006 9:37 pm
Forum: Mapping
Topic: using custom maps
Replies: 18
Views: 13508

if the engine refused to spawn the map it could also mean that you don't have a player start entity in your bsp file.
by HeadThump
Tue Oct 03, 2006 2:52 am
Forum: QuakeC Programming
Topic: Why?
Replies: 6
Views: 3554

Of late, I have been doing as much coding as I have been mapping, and they both equal a sum I would call my Omega Male tendencies. Ever since highschool, playing AD&D, RuneQuest, and Traveler and the like I was always the one who would be the DM (or in the other games, GameMaster). I loved to create ...
by HeadThump
Mon Sep 18, 2006 5:02 am
Forum: Gameplay & Design
Topic: Melee Weapons
Replies: 31
Views: 52367

A rather simple idea I have done is to bring the berzerker power-up into Quake (I really just hacked the quad damage and v_weapon), but use the Hellknight sword as the basic attack weapon for it instead of a fist.
by HeadThump
Sat Sep 16, 2006 7:51 pm
Forum: General Discussion
Topic: i miss
Replies: 11
Views: 3490

I miss,

hitting the space bar on everything to try to open them, having not quite adapted to Quake coming off of playing Doom.
by HeadThump
Wed Sep 13, 2006 9:03 pm
Forum: General Discussion
Topic: Carbonated
Replies: 4
Views: 1992

Forums are for jerks.

But, you just . . . uhm, never mind.
by HeadThump
Tue Sep 05, 2006 2:52 pm
Forum: Mapping
Topic: mapping in Darkplaces
Replies: 5
Views: 5382

:P Thanks for the typo correcto, Dr. Shadowborg.
by HeadThump
Tue Sep 05, 2006 2:49 pm
Forum: General Discussion
Topic: Looking for a few good monsters...
Replies: 38
Views: 15829

Reskins are an excellent and also standard way to denote differences in monster performance from the expected in game. LTH's grunt and enforcer reskins are a good example of how to do it right.