I'm personally working on a QW mod for the expo (among other things).
QuakeWorld activity on Qexpo
QuakeWorld activity on Qexpo
As I mentioned to MauveBib, I noticed a little place called http://www.quakeworld.nu/ which seems to have an active modding forum. Makes me wonder if they know about this forum or not, and what the QuakeWorld community thinks of Qexpo stuff in general, since let's face it, the previous Qexpo's have been more like I3Dexpo's, as Mauve so gracefully put it. To me it seems like a cool thing to arrange various QW tournaments on this expo, especially considering the large amount of active QW players, more than I knew of 
I'm personally working on a QW mod for the expo (among other things).
I'm personally working on a QW mod for the expo (among other things).
I was once a Quake modder
I like the idea. I'm not good at all at QW coding, so I probably won't do a QW release, but I'd be happy to have them participate. Who knows, we may make some cool friends.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
The biggest problem I've had is flight paths. Things don't fly well in QW, so a lot of weapons that use projectiles end up being very aggravating to code or use. This is also why the AirQuake team chose not to make a QW port.
I'd like to make more QW mods though because QW runs so much better for net games, and I like playing against friends and setting up games on IRC. NQ just won't do it.
I'd like to make more QW mods though because QW runs so much better for net games, and I like playing against friends and setting up games on IRC. NQ just won't do it.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
Hehe, thanks Harb.
In the few QW mods I've done, I've learned to avoid coding guns that shoot projectiles when a trace-hit weapon will suffice. I'd rather take on an opponent with the shotgun than with the super nailgun sometimes because of the weird things that happen with entities flying through the air. (it's also better in reducing lag to just use trace-hit)
Of course, maybe my memory exaggerates. Or maybe that's improved with engines like Fuhquake. It wasn't so bad when we played StarShip Troopers not too long ago.
In the few QW mods I've done, I've learned to avoid coding guns that shoot projectiles when a trace-hit weapon will suffice. I'd rather take on an opponent with the shotgun than with the super nailgun sometimes because of the weird things that happen with entities flying through the air. (it's also better in reducing lag to just use trace-hit)
Of course, maybe my memory exaggerates. Or maybe that's improved with engines like Fuhquake. It wasn't so bad when we played StarShip Troopers not too long ago.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.