Spooky.scar3crow wrote:13th post too...
Search found 14 matches
- Tue Mar 31, 2009 3:41 pm
- Forum: General Discussion
- Topic: Topic 666.
- Replies: 2
- Views: 1290
- Tue Mar 31, 2009 2:38 pm
- Forum: General Discussion
- Topic: Topic 666.
- Replies: 2
- Views: 1290
Topic 666.
He-he just saw that and had to post it, where all going to hell from now on.
- Tue Mar 31, 2009 2:32 pm
- Forum: General Discussion
- Topic: Would you buy Quake One 2?
- Replies: 39
- Views: 11318
Would you buy Quake One 2?
Hypothetically, would you want ID to make a true sequel to Quake One? What kind of things would be carried over, what kind of thing would you want changed? Or do you just want to see a Remake of the old stuff or should they just let sleeping dog lay.
I would like the game to have a none-linear ...
I would like the game to have a none-linear ...
- Tue Mar 31, 2009 2:04 pm
- Forum: General Discussion
- Topic: Achron
- Replies: 13
- Views: 3781
Fast forward and slow mos are easy to do in quake/qc. Going back in time is practically impossible.
Actually going back in time happens all the time in Quake, It’s called quick save. Never thought it would be but thought, but I think it’s is about time for a cool new stand alone DP game anyway. I ...
Actually going back in time happens all the time in Quake, It’s called quick save. Never thought it would be but thought, but I think it’s is about time for a cool new stand alone DP game anyway. I ...
- Sun Mar 29, 2009 5:21 pm
- Forum: General Discussion
- Topic: Achron
- Replies: 13
- Views: 3781
I was thinking this would work well in Quake. You could fast-forward shoot one guy then rewind and shoot another standing side by side yourself. To fast-forward you would just make a bot that would pick up the game and play for you super fast, then when you stop pressing the FF button you would take ...
- Thu Mar 26, 2009 4:35 pm
- Forum: QuakeC Programming
- Topic: Fill levels with zombie.
- Replies: 6
- Views: 2342
- Thu Mar 26, 2009 12:22 pm
- Forum: QuakeC Programming
- Topic: Fill levels with zombie.
- Replies: 6
- Views: 2342
- Wed Mar 25, 2009 9:12 pm
- Forum: QuakeC Programming
- Topic: Fill levels with zombie.
- Replies: 6
- Views: 2342
- Wed Mar 25, 2009 8:55 pm
- Forum: QuakeC Programming
- Topic: Fill levels with zombie.
- Replies: 6
- Views: 2342
Fill levels with zombie.
So I have been working on this for over a week now and I'm finally giving up on trying figuring it out on my own. I Know that a person who just asks how to do everything without trying to figure it out on their own first is bothersome at best, but I still I'm really new to coding.
I want to know ...
I want to know ...
- Sat Mar 21, 2009 10:07 pm
- Forum: Gameplay & Design
- Topic: Zombie types
- Replies: 14
- Views: 27185
- Fri Mar 20, 2009 2:25 am
- Forum: Tutorial Help
- Topic: Random monsters and gyro.
- Replies: 2
- Views: 14705
- Fri Mar 20, 2009 2:20 am
- Forum: Gameplay & Design
- Topic: Zombie types
- Replies: 14
- Views: 27185
Zombie types
So I was messing around with roaming monster tutorial and discovered I really like the way the zombies in Quake look and move. I have seen them a million time by now, but from some resion inspiration hit. So as I try to wrap my head around QuakeC I'm also thinking ahead about the kind of mod I would ...
- Wed Mar 18, 2009 2:26 pm
- Forum: Tutorial Help
- Topic: Random monsters and gyro.
- Replies: 2
- Views: 14705
Random monsters and gyro.
I'm getting a error when i compile the random monster tutorial:
error: Q505: ranzombie.qc:19:Unknown value "demon1_stand1"[
// Fiend
if (r == 0)
{
self.classname = "monster_demon1";
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/demon.mdl");
setsize ...
error: Q505: ranzombie.qc:19:Unknown value "demon1_stand1"[
// Fiend
if (r == 0)
{
self.classname = "monster_demon1";
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/demon.mdl");
setsize ...
- Wed Mar 18, 2009 12:51 pm
- Forum: Gameplay & Design
- Topic: Melee Weapons
- Replies: 31
- Views: 52367