Well done Nahuel! I like the style! Do you have plans to sell it? There's a web site? Keep up the good work!
thanks Toneddu2000!! we do not have website at the moment :) The project is small (actually our main goal is to finisht it :P ) maybe in the future will be something like and "pay what you ...
Search found 495 matches
- Tue Sep 20, 2016 7:18 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511182
- Tue Sep 20, 2016 9:54 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511182
Re: What are you working on?
A short point and click adventure, using some simple cell-shading style. We are using darkplaces engine 


- Tue Sep 20, 2016 9:36 am
- Forum: CSQC Programming
- Topic: detecting screen position of an entity
- Replies: 8
- Views: 16830
detecting screen position of an entity
Is there a way to detect the relative coordinates of the screen of an entity of the world (items, monsters, etc...) when this is visible?
I wanna to put a csqc image or string, above the relative position of the entity in the screen, only if this is visible :)
without ssqc i could use a sprite only ...
I wanna to put a csqc image or string, above the relative position of the entity in the screen, only if this is visible :)
without ssqc i could use a sprite only ...
- Thu Jul 30, 2015 2:25 am
- Forum: General Discussion
- Topic: Windows 10 and Quake
- Replies: 7
- Views: 3675
Re: Windows 10 and Quake
thanks for the info ceriux, i will buy a little pc soon, i wanna know what about the quake tools with windows 8.1 and windows 10 (i mean; quark, fteqcc, q3map2 and differente compilers, etc...)
And a question: anyone did test mingw with windows 8 or windows 10 ?
And a question: anyone did test mingw with windows 8 or windows 10 ?
- Fri Jul 17, 2015 6:11 pm
- Forum: Quake Events
- Topic: Monthly QuakeC Challenges
- Replies: 3
- Views: 13107
Re: Monthly QuakeC Challenges
maybe i can do some work
- Sat Mar 14, 2015 4:13 am
- Forum: Mapping
- Topic: [Preview]BioCore
- Replies: 8
- Views: 23057
Re: [Preview]BioCore
I like the style of the map, remember some xonotic maps
:?
If you are using darkplaces engine i suggest you use quake 3 bsp instead goldsource bsp.
there is a lot of advantages!!
mmmmRikku2000 wrote: 44 Min...
If you are using darkplaces engine i suggest you use quake 3 bsp instead goldsource bsp.
there is a lot of advantages!!
- Thu Mar 12, 2015 9:34 am
- Forum: QuakeC Programming
- Topic: IQM and Animation?
- Replies: 4
- Views: 15166
Re: IQM and Animation?
SIMPLE WAY:
you just can use an iqm model like a regular mdl file, you only need to use each frame as a framegroup
For example.
IF You have an iqm called "rocketlauncher.iqm" with 20 frames you need to create a framegroup file with notepad like this:
1 1 1 0
2 1 1 0
3 1 1 0
4 1 1 0
5 1 ...
you just can use an iqm model like a regular mdl file, you only need to use each frame as a framegroup
For example.
IF You have an iqm called "rocketlauncher.iqm" with 20 frames you need to create a framegroup file with notepad like this:
1 1 1 0
2 1 1 0
3 1 1 0
4 1 1 0
5 1 ...
- Sun Nov 23, 2014 3:22 am
- Forum: Mapping
- Topic: Quick Guide: q1 map to q3 bsp
- Replies: 4
- Views: 14333
Re: Quick Guide: q1 map to q3 bsp
if you dont like quark, dont use it 
- Tue Oct 07, 2014 2:47 am
- Forum: Project Showcase
- Topic: [OLD SHIT ENGINE] Pointless arena shooter
- Replies: 65
- Views: 85858
Re: [id3][WIP] OpenArena3
- Sat Sep 27, 2014 12:23 am
- Forum: Project Showcase
- Topic: [FTE][in production] Scout's Journey
- Replies: 36
- Views: 43934
Re: [FTE][in production] Scout's Journey
very sad news
i was sure that Scout´s Journey was the most serious project based in quake engine. My best wishes for change of engine, you will do very well 
- Sun Sep 14, 2014 5:45 pm
- Forum: QuakeC Programming
- Topic: setattachment and collisions
- Replies: 9
- Views: 5541
setattachment and collisions
Hello forum, in first place i am using darkplaces engine. Well, when qc spawns a new entity attached to another entity (with setattachment function) this attached new entity is SOLID_NOT. So we can not shoot it -with a traceline-. I guess there is a way to get collisions for the tracelines with ...
- Fri Aug 29, 2014 5:57 pm
- Forum: Engine Programming
- Topic: more parms?
- Replies: 6
- Views: 2715
Re: more parms?
thank you for the help.
engine hacks will require you to tweak NUM_SPAWN_PARMS too. and this will generally break saved game compat.
well, do you mean .sav incompatbility with*.sav files of modified engine -so this hacked engine will not work fine saving games- ???? or do you mean ...
engine hacks will require you to tweak NUM_SPAWN_PARMS too. and this will generally break saved game compat.
well, do you mean .sav incompatbility with*.sav files of modified engine -so this hacked engine will not work fine saving games- ???? or do you mean ...
- Fri Aug 29, 2014 12:14 am
- Forum: Engine Programming
- Topic: more parms?
- Replies: 6
- Views: 2715
more parms?
In first place I say I'm working with Darkplaces engine. Well I know we
can use FRIK_FILE instead parms to carry globals values from one level to another. anyway let me know how I can increase the number of parms. I thought of modifying three files (progdefs.h, sv_main.c and prvm_offsets.h)
(BLUE ...
can use FRIK_FILE instead parms to carry globals values from one level to another. anyway let me know how I can increase the number of parms. I thought of modifying three files (progdefs.h, sv_main.c and prvm_offsets.h)
(BLUE ...
- Thu Aug 28, 2014 11:50 pm
- Forum: Modeling
- Topic: problems with lightgrid and alpha channel
- Replies: 5
- Views: 13769
Re: problems with lightgrid and alpha channel
Thank you guys
rgbGen lightingDiffuse works perfect!
- Tue Aug 26, 2014 9:32 pm
- Forum: Modeling
- Topic: problems with lightgrid and alpha channel
- Replies: 5
- Views: 13769
problems with lightgrid and alpha channel
Hello forum :) i am using q3bsp and you know this format uses lithgrid to iluminate the models. Well this works great but I have some problems with some models with alpha channel in some faces. The lightgrid iluminate some faces and anothers seems totally black :(
you can see the ugly effect here ...
you can see the ugly effect here ...