thanks for the tipps guys.
i will try to put this into my own personal psp quake i made 2 months ago (just a normal quake based on qcv1.06, with bots added, better weaponmodels and TONS of multiplayer maps)..
I mostly play Quake in classic deathmatch with frikbots, and they are a real challenge xD ...
Search found 80 matches
- Fri Jan 20, 2012 5:46 pm
- Forum: QuakeC Programming
- Topic: Select Singleplayer starts deathmatch with 5 bots?
- Replies: 11
- Views: 3294
- Fri Jan 20, 2012 2:13 pm
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 77450
Re: ProQuake 4.70 PSP Build
You are going too much offtopic :lol: :lol: :lol:
I found another strange bug in ProQuake 4.70 PSP:
http://amphedia.untergrund.net/pics/texture.jpg
This enemy is a normal Quake MDL, textured and it looks normal on the PC with any Quakeclient, but not on the PSP.
All maps are in HLBSP format ...
I found another strange bug in ProQuake 4.70 PSP:
http://amphedia.untergrund.net/pics/texture.jpg
This enemy is a normal Quake MDL, textured and it looks normal on the PC with any Quakeclient, but not on the PSP.
All maps are in HLBSP format ...
- Fri Jan 20, 2012 1:01 am
- Forum: QuakeC Programming
- Topic: Select Singleplayer starts deathmatch with 5 bots?
- Replies: 11
- Views: 3294
Re: Select Singleplayer starts deathmatch with 5 bots?
can you look how they did that?
I think its done via client.qc with some stuffcmds, but i may wrong.
I think its done via client.qc with some stuffcmds, but i may wrong.
- Thu Jan 19, 2012 3:54 pm
- Forum: QuakeC Programming
- Topic: Select Singleplayer starts deathmatch with 5 bots?
- Replies: 11
- Views: 3294
- Thu Jan 19, 2012 3:41 pm
- Forum: QuakeC Programming
- Topic: Select Singleplayer starts deathmatch with 5 bots?
- Replies: 11
- Views: 3294
Re: Select Singleplayer starts deathmatch with 5 bots?
oh sorry, forgot the link xD
http://forums.qj.net/psp-development-fo ... de-r4.html
It looks like its based on the Kurok engine...
http://forums.qj.net/psp-development-fo ... de-r4.html
It looks like its based on the Kurok engine...
- Thu Jan 19, 2012 12:25 pm
- Forum: QuakeC Programming
- Topic: player spawning with mass gravity
- Replies: 14
- Views: 3528
Re: player spawning with mass gravity
In Worldcraft / Hammer just place a trigger command brush where your players start and insert your command there..
Should do the trick.
Should do the trick.
- Wed Jan 18, 2012 8:14 pm
- Forum: QuakeC Programming
- Topic: Demos on the map
- Replies: 9
- Views: 2518
Re: Demos on the map
thanks, this looks nice...
I will try to use this in my little mod
edit: backed the code into my mod and it works, thanks
This is just awesome.
I will try to use this in my little mod
edit: backed the code into my mod and it works, thanks
This is just awesome.
- Wed Jan 18, 2012 7:46 pm
- Forum: QuakeC Programming
- Topic: Select Singleplayer starts deathmatch with 5 bots?
- Replies: 11
- Views: 3294
Select Singleplayer starts deathmatch with 5 bots?
Hi,
Maybe you know the Quake mod "Quake Arena Arcade" on the PSP, and if you press Singleplayer you will be redirected to deathmatch with 6 bots connected, and after 10 (or 20) frags it goes to the nex (or random) deathmatch map and it looks like it is done in qc...
Can anybody tell me how they did ...
Maybe you know the Quake mod "Quake Arena Arcade" on the PSP, and if you press Singleplayer you will be redirected to deathmatch with 6 bots connected, and after 10 (or 20) frags it goes to the nex (or random) deathmatch map and it looks like it is done in qc...
Can anybody tell me how they did ...
- Wed Jan 18, 2012 5:33 pm
- Forum: QuakeC Programming
- Topic: Demos on the map
- Replies: 9
- Views: 2518
Re: Demos on the map
so, lets say i trigger a demo at the end of my E1M1 custom-map and the demo is finished with playing, i will directly go to E1M2 (or any map i assigned to my changelevel trigger)?
- Wed Jan 18, 2012 10:12 am
- Forum: Modeling
- Topic: Modeller Wanter (Is this allowed?)
- Replies: 62
- Views: 47164
Re: Modeller Wanter (Is this allowed?)
1: wrong, it can... You never played the Singleplayermaps of Quake?thommoboy wrote: 1: psp cannot handle massive maps (quake engine)
My PSP Game can even run this big badass map (HLBSP) without problems:
http://amphedia.untergrund.net/pics/overview.jpg
and i am using ProQuake on the PSP ..
- Tue Jan 17, 2012 5:44 pm
- Forum: QuakeC Programming
- Topic: Demos on the map
- Replies: 9
- Views: 2518
Re: Demos on the map
Is that from the Quake mod "Zerstörer"?
Thats the only mod i know with ingame cutscenes...
Thats the only mod i know with ingame cutscenes...
- Fri Jan 13, 2012 9:11 pm
- Forum: QuakeC Programming
- Topic: Reloading in Vanilla Quake with Animations?
- Replies: 10
- Views: 2719
Re: Reloading in Vanilla Quake with Animations?
thanks, i will try it, finally something i can use 
My little mod will have pickupable items like original Quake (ammo, weapons etc..), and everytime i reload and pick up ammo some seconds later the animations will stop...
But i think your post will help me
My little mod will have pickupable items like original Quake (ammo, weapons etc..), and everytime i reload and pick up ammo some seconds later the animations will stop...
But i think your post will help me
- Fri Jan 13, 2012 8:51 pm
- Forum: QuakeC Programming
- Topic: Reloading in Vanilla Quake with Animations?
- Replies: 10
- Views: 2719
Re: Reloading in Vanilla Quake with Animations?
Nice..
BTW: Do you have problems when picking up ammo or new weapons?
My reloading animations are stopping when i picking up ammo and i still dont know how i can fix this the easy way xD
BTW: Do you have problems when picking up ammo or new weapons?
My reloading animations are stopping when i picking up ammo and i still dont know how i can fix this the easy way xD
- Fri Jan 13, 2012 2:42 pm
- Forum: QuakeC Programming
- Topic: Reloading in Vanilla Quake with Animations?
- Replies: 10
- Views: 2719
Re: Reloading in Vanilla Quake with Animations?
Mine looks like this:
The kar98k reloading animations starts at Frame 4 and ends at frame 17...
And yes, the code looks like a mess...
void() player_rkar98k1 = [$stand1, player_rkar98k2 ] {self.nextthink = time + 0.15; self.weaponframe=4;};
void() player_rkar98k2 = [$stand2, player_rkar98k3 ...
The kar98k reloading animations starts at Frame 4 and ends at frame 17...
And yes, the code looks like a mess...
void() player_rkar98k1 = [$stand1, player_rkar98k2 ] {self.nextthink = time + 0.15; self.weaponframe=4;};
void() player_rkar98k2 = [$stand2, player_rkar98k3 ...
- Sun Jan 08, 2012 10:44 pm
- Forum: QuakeC Programming
- Topic: changing the players "sight"
- Replies: 2
- Views: 1441
Re: changing the players "sight"
yes, it works this way, but my enemys wont attack me anymore and i dont know why lol.
EDIT: ok found the problem, messed up the self.view_ofs in monsters.qc ...
EDIT: ok found the problem, messed up the self.view_ofs in monsters.qc ...