Search found 439 matches
- Wed Dec 03, 2008 6:10 am
- Forum: General Discussion
- Topic: Introduction Thread
- Replies: 124
- Views: 63778
- Sun Nov 02, 2008 9:03 pm
- Forum: General Discussion
- Topic: Sagdoll 1.42
- Replies: 20
- Views: 9587
- Fri Oct 24, 2008 8:35 pm
- Forum: General Discussion
- Topic: 100 Quake1 mods in 10 minutes?
- Replies: 49
- Views: 16668
Entar: the idea is to use DarkPlaces, as it has very useful video capturing abilities, and can run most mods.
The question still is if engines would be included, I'm not sure how to present them, unless they're eyecandy oriented.
Sure, but to clarify, vr2mod (as opposed to the Vr2 engine) is a QC ...
The question still is if engines would be included, I'm not sure how to present them, unless they're eyecandy oriented.
Sure, but to clarify, vr2mod (as opposed to the Vr2 engine) is a QC ...
- Thu Oct 23, 2008 9:09 pm
- Forum: General Discussion
- Topic: 100 Quake1 mods in 10 minutes?
- Replies: 49
- Views: 16668
I don't know if it'd show particularly well in a video, but you could include a little of vr2mod . There's not a whole lot of visual difference (more if you were to use Vr2 engine over GLQuake or something), because my mods were mostly just code, but you could maybe show a little deathmatch with ...
- Thu Oct 23, 2008 4:14 pm
- Forum: Mapping
- Topic: Planning...?
- Replies: 16
- Views: 9260
- Thu Oct 23, 2008 5:45 am
- Forum: OpenGL Programming
- Topic: Mmm...
- Replies: 5
- Views: 4567
- Sat Sep 20, 2008 4:56 pm
- Forum: General Discussion
- Topic: Feral?
- Replies: 3
- Views: 1390
- Fri Sep 19, 2008 6:09 am
- Forum: Gameplay & Design
- Topic: Quake based tennis
- Replies: 8
- Views: 6666
- Sat Aug 30, 2008 7:28 pm
- Forum: General Discussion
- Topic: Transloquake Mapping Competition - Win a game! :)
- Replies: 16
- Views: 9415
- Fri Aug 08, 2008 7:56 pm
- Forum: General Discussion
- Topic: Transloquake Mapping Competition - Win a game! :)
- Replies: 16
- Views: 9415
- Thu Aug 07, 2008 2:09 am
- Forum: Engine Programming
- Topic: Protocol Bandwidth Optimisation
- Replies: 14
- Views: 6537
That confirms my suspicions that a lot of those updates weren't really necessary. I do hope you caught the parentheses I'd left out above, by the way... ;)
Well, I actually took the idea and made it work in my engine (which is just slightly different, as it adds +0.5 so as to round to the nearest ...
Well, I actually took the idea and made it work in my engine (which is just slightly different, as it adds +0.5 so as to round to the nearest ...
- Wed Aug 06, 2008 12:42 am
- Forum: QuakeC Programming
- Topic: Check ground?!?!
- Replies: 3
- Views: 1603
- Tue Aug 05, 2008 7:59 pm
- Forum: Engine Programming
- Topic: Protocol Bandwidth Optimisation
- Replies: 14
- Views: 6537
mh: I tried your idea of checking whether an angle change, once converted to a byte, will make any difference, and added a Console print in cases that it caught bits that were not useful but would otherwise have been added. It caught more than I expected, though not a gigantic bunch. I deem it a ...
- Mon Aug 04, 2008 11:35 pm
- Forum: General Discussion
- Topic: UT speech sounds?
- Replies: 8
- Views: 3723
- Tue Jul 29, 2008 8:55 pm
- Forum: General Discussion
- Topic: Quake 1 + 2 tie-in story line
- Replies: 24
- Views: 8808
Surely if the Strogg had actually posessed such technology, they would not have resorted to sending attack fleets through space, but rather have simply just gated in entire armies of Strogg to set up bases and assimilation centres.
Slipgates don't just teleport you to anywhere, they teleport you ...
Slipgates don't just teleport you to anywhere, they teleport you ...