Page 2 of 2
Re: Improved Quake - IQ
Posted: Sun Sep 02, 2012 12:08 pm
by Spirit
Re: Improved Quake - IQ
Posted: Sun Sep 02, 2012 12:09 pm
by bugmenot
thanks but this account is really crapy

(yeah i am not bugmenot,

)
PS: Otherwise i did never check this mod

thanks Spirit

Re: Improved Quake - IQ
Posted: Sun Sep 02, 2012 12:13 pm
by Spirit
bugmenot is a fantastic site to share logins for websites where you do not want or are not able to register an account. This bugmenot account was created by me and so far has been used responsibly and in meaningful ways.
http://forums.inside3d.com/viewtopic.php?p=44933#p44933
Even if registrations is possible again, I would like it to stay available as easy and convenient way to post anonymously without hassle.
edit: Anonymous guy, you are welcome.

Re: Improved Quake - IQ
Posted: Mon Sep 03, 2012 10:56 am
by Seven
I knew it. Spirit has them all...
http://quakeone.com/forums/quake-talk/q ... er-ai.html
I am glad that you asked in this thread as well, ezzetabi.
Now we even have the source of this mod.
Thank you Spirit.
Best wishes, Seven.
Re: Improved Quake - IQ
Posted: Sat Sep 22, 2012 8:40 am
by bugmenot
Sorry for the slow answer. (it is me ezzetabi)
Thanks spirit! Thanks everyone. I liked iq so much that I reprised it.. a new page
devoted to iq (the key is selfsigned ignore the warnings).
Re: Improved Quake - IQ
Posted: Sat Sep 22, 2012 7:07 pm
by qbism
I get the "progdef.h out of date" error with the new source.
Re: Improved Quake - IQ
Posted: Sun Sep 23, 2012 8:35 am
by negke
No blood while shooting secret doors, buttons or triggers.
I hope it uses another distinct color for those particles (e.g. orange sparks), not the gray ones. The player needs to be able to recognize that something is shootable so he knows it's possible to interact with the object = shoot it some more until something happens. If there's no visual cue, only the gray particles that suggest solid walls, he won't try further and potentially miss stuff or get unnecessarily confused.
Just saying, in case anyone is going to do something similar in their mods (because I still regret not having protested strongly enough when this bad feature was added in Travail...).
Re: Improved Quake - IQ
Posted: Sun Oct 07, 2012 12:11 am
by bugmenot
About the "progdef.h out of date" error I fixed it, but I noticed the mod uses some darkplaces extensions...

Until I find a way around the lack of strcat darkplaces is needed...
About particles, yes. iq used the wizard and hell knight ``sparks'' instead of the default ones on the secret doors. No bloody trails, yet obviously different.
Re: Improved Quake - IQ
Posted: Sun Oct 07, 2012 3:52 pm
by qbism
Many engines support strcat in qc so that may not be a deal-breaker. In QIP engine, FrikaC/Maddes added Q_Strcat extension in 2001 assigned to #115. That matches DP number. A lot of engines have copied QIP or DP.
Re: Improved Quake - IQ
Posted: Sun Oct 07, 2012 4:01 pm
by ezzetabi
(Finally I have my own name!)
Thanks for the information, so since I solved the progdef.h problem iq should be playable in more engines.