An "internet ID" (that surely won't be free) can't solve the spam problem; it will only create another - a whole black market of stolen "internet ID's".
Regarding our immediate problem, I think it's better to disable new users automatically signing up. Any new applicant would be required to send ...
Search found 59 matches
- Mon Feb 20, 2012 10:41 pm
- Forum: News & Announcements
- Topic: Registering on the Inside3D Forums
- Replies: 36
- Views: 51580
- Sun Feb 19, 2012 5:49 pm
- Forum: QuakeC Programming
- Topic: removing body parts when shot
- Replies: 54
- Views: 17632
Re: removing body parts when shot
oh and no i didnt use your crappy always crashing adding weapons code XD
I have been modding and making games for a long time; longer than you have been alive probably. I am going to offer you a small piece of advice; you can take it or leave it. Stop posting until you have a well thought out ...
I have been modding and making games for a long time; longer than you have been alive probably. I am going to offer you a small piece of advice; you can take it or leave it. Stop posting until you have a well thought out ...
- Sat Feb 18, 2012 4:31 pm
- Forum: General Discussion
- Topic: Frontpage errors! Lots of 'em!
- Replies: 1
- Views: 1249
Re: Frontpage errors! Lots of 'em!
Bleh, that's the newer PHP. You just need to include a time zone setting at the top of your PHP code.
- Fri Feb 17, 2012 1:06 pm
- Forum: General Discussion
- Topic: Tango Spotted...
- Replies: 34
- Views: 9046
Re: Tango Spotted...
I banned these two users but will not remove all the posts because it is a tedious task with the current setup.
PHPBB allows you to move all posts made by a user in one step. Its very nice to clean up after a spam bot. I assume you have a hidden trash forum for just such a situation. I know on my ...
PHPBB allows you to move all posts made by a user in one step. Its very nice to clean up after a spam bot. I assume you have a hidden trash forum for just such a situation. I know on my ...
- Wed Feb 15, 2012 10:54 pm
- Forum: News & Announcements
- Topic: Registering on the Inside3D Forums
- Replies: 36
- Views: 51580
Re: Registering on the Inside3D Forums
Hehe, truly is sort of funny.
- Wed Feb 15, 2012 1:58 am
- Forum: Modeling
- Topic: Darkplaces MD3 mod [For learning]?
- Replies: 5
- Views: 4636
Re: Darkplaces MD3 mod [For learning]?
That is a neat little mod, I must admit.leileilol wrote:I'm going to be on topic and suggest Urre's weird md3 box player mod which is attachment powered.
http://forums.inside3d.com/viewtopic.ph ... e+md3#p373
- Wed Feb 15, 2012 1:55 am
- Forum: Modeling
- Topic: Darkplaces MD3 mod [For learning]?
- Replies: 5
- Views: 4636
Re: Darkplaces MD3 mod [For learning]?
Sorry for stealing this topic, but is there a way to use framegroups with normal Quake MDLs? And is there any documentation on it?
Quake MDL's can contain framegroups natively, however according to this source, you can use a .framegroup file with Quake MDL files.
http://dpwiki.slipgateconstruct ...
Quake MDL's can contain framegroups natively, however according to this source, you can use a .framegroup file with Quake MDL files.
http://dpwiki.slipgateconstruct ...
- Sat Feb 11, 2012 2:29 pm
- Forum: Modeling
- Topic: Adding a weapon to the 3rd person quake guy
- Replies: 20
- Views: 37084
Re: Adding a weapon to the 3rd person quake guy
It would be wonderful if there was a skeletally animated player model with a simple attachment point for the weapon, and then you could simple link the model in code without any animation. That would make it wonderfully simple to add new 3rd person weapon models.
- Fri Feb 10, 2012 5:01 am
- Forum: Modeling
- Topic: Darkplaces MD3 mod [For learning]?
- Replies: 5
- Views: 4636
Re: Darkplaces MD3 mod [For learning]?
I can't provide links to finished mods with source code, but I can give you some information from the perspective of someone that very recently coded 5 new view weapon models with complex animations into a mod for Darkplaces.
The more modern formats are coded the same way as the original ...
The more modern formats are coded the same way as the original ...
- Tue Jan 31, 2012 5:24 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511210
- Sun Jan 29, 2012 10:05 pm
- Forum: QuakeC Programming
- Topic: DPM, framegroups, and sounds.
- Replies: 3
- Views: 2277
Re: DPM, framegroups, and sounds.
Well, not that I am going to release anything, but if I were to, I don't think I would attach the "Action" name to it. I am however making use of some unused AHL, AUT, and AHL2 art assets. Thanks for the tip. I am actually still trying to figure out how to handle the view model from csqc; currently ...
- Sun Jan 29, 2012 5:38 pm
- Forum: QuakeC Programming
- Topic: DPM, framegroups, and sounds.
- Replies: 3
- Views: 2277
DPM, framegroups, and sounds.
I am a 3D modeler first, coder second, mapper 3rd, and 2d guy very dead last. I have spent a lot of time over the years working with the Half Life engine, and the Unreal engine. I love the feature of the Half Life engine (gold source, source) to apply a sound call inside the model file definition ...
- Sat Jan 28, 2012 12:26 am
- Forum: Modeling
- Topic: dpm compiler and directories
- Replies: 4
- Views: 3848
Re: dpm compiler and directories
The path is relative to the root of your mod, and is limited to 32 characters, including the texture name, so you cannot use deep paths or long file names. I actually recompiled the exporter to allow 64 characters, and it caused DP to crash on model load.
I wanted:
MyMod\models\weapons\v_weapon ...
I wanted:
MyMod\models\weapons\v_weapon ...
- Sat Jan 28, 2012 12:20 am
- Forum: QuakeC Programming
- Topic: Moving the player view - Weapon muzzle climb / recoil.
- Replies: 2
- Views: 2005
Moving the player view - Weapon muzzle climb / recoil.
I've been working on a mod for my own amusement, and to add some skill I wanted to have some of the weapons cause the view to move up each time the weapon was fired. The idea was to balance some of the more powerful automatic weapons I have added. It seemed easy, and the solution is, however I could ...

