Search found 80 matches

by dr_mabuse
Mon Dec 26, 2011 8:43 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

Well, does ProQuake support that "VWEP" modification?
I want my playermodel to carry the actual weapon in multiplayer (and singleplayer) but i dont want to make 10 playermodels :(

http://qexpo.tastyspleen.net/booth.php?id=87&page=353
by dr_mabuse
Sun Dec 25, 2011 8:10 pm
Forum: QuakeC Programming
Topic: 13 weapons in mod, some are just dissapearing :(
Replies: 2
Views: 1290

Re: 13 weapons in mod, some are just dissapearing :(

Thanks, this looks nice..

EDIT: nice to know that "vanilla quake" has a weaponlimit, lol ;)

EDIT2: Ok, i think i need to stop drinking and coding:

i have made a misstake in my defs.qc file with the numbers (lolwut!)...


Its now all fine, and i will remove the particlecannon (too much heavy ...
by dr_mabuse
Sun Dec 25, 2011 5:57 pm
Forum: QuakeC Programming
Topic: 13 weapons in mod, some are just dissapearing :(
Replies: 2
Views: 1290

13 weapons in mod, some are just dissapearing :(

Hi there,

i have now 13 weapons in my mod, every weapon has his own pickup and name (IT_MP40) etc...
But now it looks like they are just dissapearing for no reason, and here is my Question:
How much weapons can Quake handle?
You can take a look in my weapons.qc mess... ehrm code here if you want ...
by dr_mabuse
Thu Dec 22, 2011 11:27 am
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

No problem ;)
My PC version of my mod is running on Darkpalces atm, maybe i will change to your Engine X then :D
by dr_mabuse
Wed Dec 21, 2011 8:29 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

sounds nice so far, does Engine x supports HLBSP?
by dr_mabuse
Mon Dec 19, 2011 7:16 am
Forum: QuakeC Programming
Topic: Adding Rain To Vanilla Quake and Kurok
Replies: 9
Views: 2840

Re: Adding Rain To Vanilla Quake and Kurok

Be carefull with that on the psp, i got buffer overflow on the test map xD
by dr_mabuse
Mon Dec 19, 2011 6:09 am
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

Looks like the error didnt happen with HLBSP maps ;)
I still got some strange PSP freezing with my mod on ProQuake and Kurok at some areas of my maps...
Removed the soldier enemy and it didnt crash anymore.. Strange :mrgreen: :mrgreen:
by dr_mabuse
Sun Dec 18, 2011 7:56 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

it only happens in proQuake 4.70, the older ProQuake builds and Kurok didnt have this problem...
Maybe is a conflict with the HLBSP support, but i am not 100% sure.
by dr_mabuse
Sat Dec 17, 2011 9:37 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

i am thinking about to fake the sky with "fog" command , it looks better than the "Quaked sky" ;)
by dr_mabuse
Sat Dec 17, 2011 7:43 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

I hope you can fix the texture aligment error...
It looks strange on skyboxes:

Image
by dr_mabuse
Wed Dec 14, 2011 6:15 pm
Forum: QuakeC Programming
Topic: creating a footkick in QC ??;)
Replies: 3
Views: 1508

Re: creating a footkick in QC ??;)

thanks, i will try it :D

my goal is to re-create the footkick from wolfenstein, or something like the knife in call of duty ;)
EDIT: Nice, works thanks for the little help ;)

http://www.moddb.com/games/wolfenstein- ... house-kick
by dr_mabuse
Wed Dec 14, 2011 4:39 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

wow, if you could release a christmas build with texturesupport and mp3 fix you will get 100000000 cookies :D :lol:
that will be a nice christmas present ;)
by dr_mabuse
Wed Dec 14, 2011 4:03 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

nice thx ;)

Sad to hear, ProQuake runs nice with my game/mod ;)
And looks like the NZP dudes didnt want to release theyr modified proquake psp engine ;( (they have external textuers etc..)
by dr_mabuse
Wed Dec 14, 2011 3:25 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

will be there a new version soon without the texture bug and "full mp3" support?? ;)
by dr_mabuse
Wed Dec 14, 2011 3:24 pm
Forum: QuakeC Programming
Topic: creating a footkick in QC ??;)
Replies: 3
Views: 1508

creating a footkick in QC ??;)

can you guys tell me how i can create a "footkick"??
the footkick should be activated by a seperate assigned button (like the knife in call of duty) and my equipped weapon should be still displayed...??
lets say my footkick is "IT_FOOT"...
thanks