Search found 2135 matches

by frag.machine
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...
by frag.machine
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 ...
by frag.machine
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...
by frag.machine
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...
by frag.machine
Tue Dec 19, 2006 10:09 pm
Forum: General Discussion
Topic: let's make quake
Replies: 29
Views: 8029

Hey Cheap, I guess would be cool to have a complete list of resources to be replaced and who is working in what, don't you think ?
by frag.machine
Fri Dec 15, 2006 12:44 am
Forum: Mapping
Topic: What does VIS do?
Replies: 22
Views: 13703

Wow, thanks frag.machine and Dr Shadowborg, super good pieces of advice and links. I really appreciate it! :) I realize I really know little about mapping and it's fun learning. I'll try it out again today and will keep you updated with the results. Oh, and since I'm at it: what does "cluster ...
by frag.machine
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...
by frag.machine
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...
by frag.machine
Sun Dec 10, 2006 2:23 pm
Forum: QuakeC Programming
Topic: Quakec Function Doubt
Replies: 17
Views: 6892

FrikaC wrote:Zombies (and all monsters) don't really move and therefore can't trigger a touch.
I know this mod (Total Destruction). Actually it's just the player using the zombie model, so the trigger should be fired (and it is in NQ).
by frag.machine
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...
by frag.machine
Sun Dec 03, 2006 10:58 am
Forum: Gameplay & Design
Topic: Non-Killy Weapons
Replies: 32
Views: 22945

Not a tool, but i used to play the "morph" mod, so can make levels as fiend. This can be in use for a puzzle game, because different quake characters can do different things. fiend -> jump zombi -> cross lava/spikes/fire etc. That's a great concept for a potentially awesome mod that someo...
by frag.machine
Sat Dec 02, 2006 1:54 pm
Forum: General Discussion
Topic: Well?
Replies: 27
Views: 5853

Liked a lot your demo, Entar. Nice job. Also, just voted for your engine. Good luck showing those people that our old dog can learn a few new tricks yet.
by frag.machine
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...
by frag.machine
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...
by frag.machine
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...