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Hewhouse 
Yes, not a good idea to put a mirror in a wide open area with complex brush work and 200 monsters ;-) 
 
"Hewhouse" ... sorry. Lack of edit strikes again! 
A Method For Chaining Commands 
If you execute the following commands in the Quake console, you can create chained commands for a single keypress. You can create these kinds of commands automatically with a simple script and put them in a configuration file you load when you start your Quake engine.

bind p cmd1
alias cmd1 "echo cmd1; bind p cmd2"
alias cmd2 "echo cmd2; bind p cmd3"
alias cmd3 "echo cmd3; bind p outof"
alias outof "echo out of commands"

Unless I've made a typo above, this will cause the p key to be bound to an action that will print cmd1, cmd2 and cmd3 to the console consecutively and from then on print "out of commands."

If you replace the echo commands with record commands using unique demo names, you can use a single key to start recording a new demo after each death. You can create as many of these commands as you think you'll need in one Quake session. You have to pick the names of the demos in advance, so they'll need to be something like mydemo1, mydemo2 and so on.

This isn't a complete solution to the problem of recording multiple demos and naming them accurately. However, it doesn't require any external tools.

Any suggestions or corrections are greatly appreciated. I just thought of this idea today. 
MadFox 
Did you happen to save the Madfox Band gifs linked here
Just Browsed To Func Using Lynx 
Works pretty well, gave me bad ideas though, like piping the output to quake so I can browse in the console.

I think I'll stick with my current projects. 
Two Worlds Speedrun In Two Minutes 
Negke 
..,and end up like Ball's Born Robotic Song? 
 
Quite the feature! 
Ahoy 
Every so often I decide to have a poke around the quake arcade tournament stuff to see what I can do with it.

I decided to see if any of the qcc decompilers could work. I was able to decompile a small chunk before the decompiler shat itself.

If any of you want to dig through the qc files, here they are.

https://dl.dropboxusercontent.com/u/108695968/qat_source.zip

I included the PROGSQTV.DAT in the zip so you don't have to find the CHD file and bugger about with extracting it, just in case you want to decompile or play with it yourself.

Interestingly it looks like they borrowed heavily from the clan ring mod (http://www.crmod.com/).

I'd love if the quake executable itself could be decompiled, but I'm not sure how possible that is without a sentinel security dongle thingy. 
Arcade Quake 
I had a try installing all content to another computer. When decompliling it looked it had a windows version of its own included.
When started this version my computer was able to download the models (with baseskin frame included) maps and textures.
When I tried to start the arcade version my computer freezed and I had to make a new win install.

It seems as you could actually win money with it! 
 
i want my xmass crate
Haha 
 
Xiangjiao Has Won! 
China has the biggest banana stock!

He who has the most bananas,
has won the world!!

Fyffez. 
New Doom Mini-doc 
 
Just Browsed To Func Using Lynx

Works pretty well, gave me bad ideas though, like piping the output to quake so I can browse in the console


QuakeOS :) All terminals paned vertically in the (transparent?) console, notifications in the sbar and graphical apps in the game... with demos in the background if not playing. 
Mugwump +1 
Kindly redirecting misguided guy about QuakeC stuff in wrong thread to instead post into correct thread and providing link. 
Thanks Baker 
Yeah, I know the rules by now. If I can help other newbies avoid making my early mistakes, all the better. 
It's 2016, Why NO Rotation W/collision 
Okay so I just did my first test map for rotating objects using the AD .fgd! Wow, that was kind of a letdown for obvious reasons(no collision/fake collision).

Not a knock on AD as it's fantastic Mod made with existing tools and played in existing engines.

But why haven't the main compilers and engines incorporated rotation with collision into their source?

I guess I mostly mean Quakespasm and Eric's tools. I know about DP already but hmap2 is not widely used so not a consideration really.

I googled and saw several examples were it was incorporated, is more elegant and is much simpler to set up mapping wise. But those projects perished.

Jus' curious... 
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