Search found 2135 matches
- Tue Jan 09, 2007 3:32 am
- Forum: Engine Programming
- Topic: SW or GL Quake: what minimal resolution we need nowadays ?
- Replies: 9
- Views: 7168
What stops you from selecting conchar size based on resolution. Unless you are actually making a mod with new HUD elements. My idea was to create higher resolution versions of as many assets as possible (conchars being only an example, a complete menu overhauling with customized gfxs is part of the...
- Sun Jan 07, 2007 7:50 pm
- Forum: Engine Programming
- Topic: SW or GL Quake: what minimal resolution we need nowadays ?
- Replies: 9
- Views: 7168
I usually never play at less than 640x480, and I normally play at 640x480 or 800x600. But why would you want to eliminate those options? Seems like you'd leave 'em in for the odd player who has an old computer or likes the old timey feel. The problem is not the engine itself. I was planning to use ...
- Sat Jan 06, 2007 9:07 pm
- Forum: Engine Programming
- Topic: SW or GL Quake: what minimal resolution we need nowadays ?
- Replies: 9
- Views: 7168
SW or GL Quake: what minimal resolution we need nowadays ?
I'd appreciate your feedback in this poll. Note please, that I am not asking if you guys want higher resolutions (I already know the answer :D); instead, what I want to determine is if I can safely drop the lower video resolutions supported by the original SW / GL Quake in my next project. That's wh...
- Wed Dec 20, 2006 11:33 pm
- Forum: Artificial Intelligence
- Topic: ai_disable
- Replies: 9
- Views: 6667
Well you could add an extra field called .last_think which would store the last think that an entity had before the ai was disabled through an impulse. Then you would set the current .think function to SUB_Null. To turn the ai back on, set the .think function to .last_think. I'm afraid it's a bit m...
- Tue Dec 19, 2006 10:09 pm
- Forum: General Discussion
- Topic: let's make quake
- Replies: 29
- Views: 8029
- Fri Dec 15, 2006 12:44 am
- Forum: Mapping
- Topic: What does VIS do?
- Replies: 22
- Views: 13703
- Thu Dec 14, 2006 12:55 am
- Forum: General Discussion
- Topic: let's make quake
- Replies: 29
- Views: 8029
if you've seen this post you'll notice i've started retexturing the dm levels with Free (NOT FREEWARE OR PUBLIC DOMAIN, I mean Free Software) textures from OpenQuartz and OpenArena starting with DM4 hopefully retexturing all the dm levels will give a good base to start replicating the rest of the t...
- Thu Dec 14, 2006 12:48 am
- Forum: Mapping
- Topic: What does VIS do?
- Replies: 22
- Views: 13703
(10 days later) Mmm, vis worked ok on some smaller test maps, but now I have this bigger map which somehow won't vis. I tried seeing if turning it into a Q3 map would help frame rate and had the feeling it did, but then I had some issues with liquid textures (rendered as solids) and the skybox didn...
- Sun Dec 10, 2006 2:23 pm
- Forum: QuakeC Programming
- Topic: Quakec Function Doubt
- Replies: 17
- Views: 6892
- Wed Dec 06, 2006 11:51 pm
- Forum: QuakeC Programming
- Topic: what we haven't really done yet
- Replies: 46
- Views: 16682
Sin added a hacked-up M$ TTS library hookup in a 2001 patch , it was wacky listening to the chatlines in multiplayer UT2004 also has speech on text. problem is, most TTS libraries are non-Free, and are GPL incompatible. And the few GPL ones don't have support for Windows. :( Yeah, I know. I already...
- Sun Dec 03, 2006 10:58 am
- Forum: Gameplay & Design
- Topic: Non-Killy Weapons
- Replies: 32
- Views: 22945
- Sat Dec 02, 2006 1:54 pm
- Forum: General Discussion
- Topic: Well?
- Replies: 27
- Views: 5853
- Sat Dec 02, 2006 1:37 pm
- Forum: Gameplay & Design
- Topic: Non-Killy Weapons
- Replies: 32
- Views: 22945
A phosphorescent paint gun, so if you shoot a player with it, he will glows (or be always a full bright model) in the dark. A ghost gun: shoot to somebody with that and he becomes unable to pick anything (weapons, ammo, medikits, etc) or interact with the world at all during some time (a possible co...
- Fri Dec 01, 2006 10:02 pm
- Forum: QuakeC Programming
- Topic: Help With Sound?
- Replies: 28
- Views: 9912
Another thing that keeps the sound dept to evolve is the lack of good and easy to use GPL sound libraries. Too bad you don't have something like FMOD to easily attach to an engine and add echoes, fades, doppler and another cool effects... :roll: SDL_mixer doesn't seem that bad to me but I haven't h...
- Fri Dec 01, 2006 9:49 pm
- Forum: QuakeC Programming
- Topic: what we haven't really done yet
- Replies: 46
- Views: 16682
Random things I don't think have been done in Quake modifications or maps: Blood splatter that decals the terrain? (Dynamically- shoot a grunt and see his bloodstain on the floor and the wall behind him) Check. Waves on water/slime/lava? Check. Q2K4 and alot of other engines has it. Discarding boun...