Search found 311 matches

by Teiman
Mon Mar 29, 2010 5:09 pm
Forum: General Discussion
Topic: Cheaating Or Not Cheating
Replies: 17
Views: 3855

is it any worse than rocket jumps?

bad in what sense? I kind of think is a awesome tactic.

not player created, since some original DM id maps need rocketjumps to get some items.


If rocket jumping is bad... then grenade jumping is bad.. and rocket arena is bad and running maps fast is bad ...
by Teiman
Mon Mar 29, 2010 2:50 pm
Forum: General Discussion
Topic: Cheaating Or Not Cheating
Replies: 17
Views: 3855

Maybe the real problem here is not "cheating" but "content skipping".

There are games where jumping is disabled, to force players experience the maps in a linear way. Something akind to that.

And yes, "user made stairs" can be abused on most maps to avoid the mapper design and "content skip".
by Teiman
Mon Mar 29, 2010 2:47 pm
Forum: Gameplay & Design
Topic: Deathmatch + Cooperative = Uncooperative/Competitive
Replies: 13
Views: 27052

Re: Deathmatch + Cooperative = Uncooperative/Competitive

Interesting.

Multiplayer with monsters is not explored enough.

You can make so monsters respawn. This will give always something to do. You can also make so people gains "powers" that are dropped from monsters, like health regeneration, ammo regeneration and the like.

You can make that if a dude ...
by Teiman
Mon Mar 29, 2010 1:10 pm
Forum: Engine Programming
Topic: Discuss: Can we add Portals to Quake?
Replies: 14
Views: 4648

It of course is the physics.

If anyone manages to find a way to get rid of that restriction, go ahead. But I don't think that is possible in DarkPlaces.


Maybe add a .phisic_offset attribute, where the phisic position (the one where all collisions and things are tested) is different from the ...
by Teiman
Mon Mar 29, 2010 11:31 am
Forum: General Discussion
Topic: Cheaating Or Not Cheating
Replies: 17
Views: 3855

Re: Cheaating Or Not Cheating

OK, I've nearly finished my ricocheting spikes... which includes the occasional spike that sticks into a wall or door. I have enabled them to damage "self" after a ricochet.
Between enabling damage to "self" and spikes that stick into walls, this has caused a cool effect... the ability to hop onto ...
by Teiman
Sun Mar 28, 2010 10:32 am
Forum: General Discussion
Topic: Quake Canon
Replies: 32
Views: 7190

I think Quake is a horror-action game. Anything that fit the horror lore and is action fps, fit.
by Teiman
Sat Mar 27, 2010 10:04 am
Forum: Engine Programming
Topic: Discuss: Can we add Portals to Quake?
Replies: 14
Views: 4648

:-O
by Teiman
Fri Mar 26, 2010 7:15 pm
Forum: General Programming
Topic: Ambient occlusion on Quake lightmaps
Replies: 9
Views: 4989

Anything that combat the "tile based" look of most maps will be good in my untrained eyes.
by Teiman
Fri Mar 26, 2010 2:54 pm
Forum: General Discussion
Topic: Introduction Thread
Replies: 124
Views: 63778

Hi, my name is Ryan and I'm a quakeaholic.

I go by the hacker alias "Frika C", and I'm guilty of....never mind. I've previously written a bunch of stuff: a compiler, a bots, several mods, most of them tagged with the prefix Frik- since it's a convenient and unimaginative way to name things.

I'm ...
by Teiman
Fri Mar 26, 2010 2:48 pm
Forum: Engine Programming
Topic: Discuss: Can we add Portals to Quake?
Replies: 14
Views: 4648

Rudolf Polzer implemented this in Nexuiz and has been trying to make it easy to drop the qc support code into other mods...

http://www.youtube.com/watch?v=VfkMYYc8OSE

But no consideration was given to fallbacks...

Wow.. I love how this video look. The portal thing is beyond, me, but I love ...
by Teiman
Thu Mar 25, 2010 4:36 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511199

Something that I would like to see implemented is a model of a weapon as flashlight with the actual light modeled as a big white cone with smooth alpha. One that look realistic.
by Teiman
Thu Mar 25, 2010 4:33 pm
Forum: Mapping
Topic: Random level picking
Replies: 5
Views: 2992

Re: Random level picking

Hey guys,

I would like to know how to create an map entity that randomly sends the player to another map from a list. For example, the button. If the player shoots at it or gets close to it, he will be transported to another level.

I would make a list of levels (e1m1, e1m2, etc.) and the game ...
by Teiman
Wed Mar 24, 2010 6:00 pm
Forum: Modeling
Topic: Model Converter [alpha released]
Replies: 65
Views: 30463

If I ever implemented a better error handling system (using setjmp/longjmp) these warnings would disappear. Once real life cools down I'll take a look at that.


I don't think exist any program that can be made better with setjmp.

I have looked at the code and seems good. If the compiler dislike ...
by Teiman
Mon Mar 22, 2010 7:19 pm
Forum: General Discussion
Topic: Openning of Darkplaces Wiki
Replies: 42
Views: 32277

It will be good if a link to it is placed in a convenient location, so more people become aware of his existence and start contributing :-)
by Teiman
Sun Mar 21, 2010 12:14 am
Forum: Engine Programming
Topic: Possibly for QSB - Identifying mod dependencies
Replies: 22
Views: 6688

dreadlorde wrote:Too bad we can't statically link mods.

:lol:
You can, on these that are GPL in all his files. But is something that work differently in Linux and Windows, seems, as a windows exe somehow has teh limitation that can't open itself, so can't read from itself the pack.