 #TF Has Tainted Me
#9898 posted by Friction on 2006/02/21 01:49:23
All this talk about "staff using"..
 Quake End Game Messages
#9899 posted by steven_a on 2006/02/24 20:41:14
Does anyone know of any alternative game end messages to the standard ones ? I'm still messing
around with the tyrquake engine, and am sick of the old ones. It's probably been done in the past.. but where ?
If it hasn't, maybe a new thread ??
 Steven
#9900 posted by metlslime on 2006/02/24 22:07:13
i think it's in the quakec code. no engine mod required.
 Quake 3 Coding/Modding Etc...
#9901 posted by necros on 2006/02/25 01:44:08
Does anyone know of a Quake 3 Coding Manual similar to the QuakeC Manual 1.0 (by ferrara francesco)? the quakeC manual had listings for all the important defs and functions available in qc along with their syntax and other random tidbits of information... it was really helpful.
trying to learn a bit about q3 coding... and while we're on the subject, can anyone point me towards some good tutorials on basic quake 3 coding?
while q3 has more resources available, it also means more crap is there too :P i hope someone knows of good tutorial thingies.
 Metl
#9902 posted by Tyrann on 2006/02/25 02:46:43
No, I think he's talking about altering quitMessage[] in menu.c.
 Link To A Link To A Movie Translation
http://revcardboardbox.livejournal.com/57941.html
You can either see the clip yourself, or just be content with the translation. Either way, that kid is teh FUXXORED.
 Q1SP - Necromanicide
#9904 posted by Fern on 2006/02/25 21:11:04
Just a boring remake I did for people to speedrun in. Your mileage may vary. Don't run it with darkplaces.
http://www.suspenlute.com/01/fr3n1m3.zip
 Q1SP - Necromanicide
#9905 posted by Fern on 2006/02/25 21:11:48
Just a boring remake I did for people to speedrun in. Your mileage may vary. Don't run it with darkplaces.
I am utterly retarded.
http://www.suspenlute.com/01/fr3n1m3.zip
 Fern..
#9906 posted by Sielwolf on 2006/02/27 02:13:26
you rock...make more more more more more......
:)
 Fr3n
#9907 posted by biff_debris. on 2006/02/27 12:54:34
No shotgun in the map. No shotgun in the map? No shotgun in the map.
Otherwise, it rocked and had some neat spins on the original =D
 Biff
#9908 posted by Fern on 2006/02/27 14:19:59
the original had no shotgun and I wanted to keep the enemy/item count identical to e1m3 for speedrunning purposes. But on subsequent maps like this (if any) I'll tweak the gameplay a bit so skill 1 has more of a standalone entity set and only 0 and 2-3 are like the original.
 Bondo:
#9909 posted by metlslime on 2006/02/27 23:14:41
off topic, but can anyone tell me where I can get help compiling fitzquake using VC++ Express? i've installed masm32 and the platform SDK, and it starts compiling but inevitably fails... I don't even know where to begin trying to fix it
You could begin by telling us what the errors are. Missing header files?
 Actually What I Meant Was
#9910 posted by Fern on 2006/02/28 00:38:49
"I'm so completely blind and incompetent that I didn't realize there was a shotgun in the original" (just found it)
 Func
#9911 posted by unlogged bamb on 2006/02/28 09:02:12
is so unavailable I'll probably stop visiting for a while. My computer broke too.
Have some nice time.
 Or Rather
#9912 posted by same unlogged bamb on 2006/02/28 09:03:56
have a nice spring!
(except blackdog)
 /me HUGs Fern
#9913 posted by biff_ on 2006/02/28 15:55:08
 Doom Map
#9914 posted by biff_debris. on 2006/02/28 16:51:09
 Sigh.
#9915 posted by biff_debris. on 2006/02/28 16:53:36
 Biff
#9916 posted by negke on 2006/03/01 01:44:27
nice one - a fun blast from the past. made me want to do some doom mapping again, too.
i was pretty low on health all the time and therefore died a dozen times in the outdoor area, but that's ok for uv; once i got the plasma gun it all worked out by itself.
you forgot to make the doortrak linedefs "lower unpegged", though. ;)
 I'll Have A Nice Spring Anway, Damn You!
#9917 posted by BlackDog on 2006/03/01 01:52:35
Erm. Much later this year, anyway.
 Neg|ke
#9918 posted by biff_debris. on 2006/03/01 02:51:10
Thanks, you. I knew about unpegging the doortraks, but at the time thought it looked interesting to see them rise up along with the door, made them appaear more "mechanical". Dunno.
And please please please finish that doom map you were working on -- it looks awesome.
 Interesting Looking D3 Map
#9919 posted by Tron on 2006/03/02 10:42:07
http://www.doom3world.org/phpbb2/viewtopic.php?t=14787
ColdT has a little teaser video from his upcoming level "Make It To Morning 3". What it lacks in polish it makes up for in looking like a whole heap of fun and being original.
 Yeah...
#9920 posted by metlslime on 2006/03/02 12:34:33
looks like a half-life level with normal mapping.
But trains! helicopters! flying minecarts!
 Quake End Game Messages - Metlslime
#9921 posted by steven_a on 2006/03/02 23:39:41
.. The messages like "I'll bust your face open for leaving" are in the C engine code [what tyran said]. There's 8 or 16, 3 or 4 line stanzas. I'm not much at generating quake atmosphere, so am reluctant to try myself. Maybe if I tried plaquerizing some of the cool quake fan sites ?
 Do Id Still Have Those Messages On Their Current Games?
#9922 posted by than on 2006/03/03 04:12:51
The quit messages are one thing I remember from their old games. I don't recall seeing anything other than the utterly generic "are you sure you want to quit?" in more recent games. I hope they bring them back.
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