Search found 34 matches

by FrikaC
Fri Nov 05, 2004 10:35 pm
Forum: First Person Shooters Development
Topic: Prydon Gate source?
Replies: 6
Views: 1169

I know where.
by FrikaC
Tue Aug 19, 2003 3:17 am
Forum: First Person Shooters Development
Topic: Prydon Gate: Curse of Korweh
Replies: 15
Views: 864

I pretty much knew the canyon wouldn't work on QuakeDC, the map actually goes beyond the extents of the coordinate system, it's so large (that's okay in normal Quake, because the parts beyond the normal extents aren't reachable). The Prydon Gate website will be updated in a few days with a more 'pro...
by FrikaC
Tue Aug 06, 2002 11:51 am
Forum: First Person Shooters Development
Topic: Fragger Should be bumped up to "Resident Quake Expert&q
Replies: 9
Views: 699

I like cheese.
by FrikaC
Tue Aug 06, 2002 11:37 am
Forum: First Person Shooters Development
Topic: Codename: Corporal + (split from tuxquaker's topic)
Replies: 16
Views: 1069

Resurecting this old topic: Fragger, you did 'revert' it even if you did so unknowingly, since you essentially returned it to a previous (and better) state. The only reason it was different by the time it was released was because of TDA's auto repeat problem. Even though you never saw how it worked ...
by FrikaC
Tue Aug 06, 2002 11:29 am
Forum: First Person Shooters Development
Topic: Raptors!
Replies: 7
Views: 599

by FrikaC
Fri Jul 19, 2002 10:53 am
Forum: First Person Shooters Development
Topic: Prydon Gate (Quake RPG)
Replies: 21
Views: 3997

Re Tyne: I did test it, but then I just compiled again with optimizations enabled and the durn thing didn't work. I don't know which optimization did it, but it's a rather strange effect -- everything else works except experience. 1. This was fixed in 1.1, as Tyne said. 2. There are four armor types...
by FrikaC
Sat Jul 13, 2002 6:01 pm
Forum: First Person Shooters Development
Topic: Prydon Gate (Quake RPG)
Replies: 21
Views: 3997

Whoop! There it is! Although it's not mentioned in the readme, I'd like to thank this forum's own TheDumbAss for 11th hour testing on the DC.
by FrikaC
Sun Jun 23, 2002 6:42 am
Forum: First Person Shooters Development
Topic: Codename: Corporal + (split from tuxquaker's topic)
Replies: 16
Views: 1069

All you did to the debounce code in JoyConsole is revert it to the way it was initially, the way I designed it when working in context of the pc (where a button is either up or down). TDA had me change it to the frame skip ("time delay") that it is now because he encountered some sort of a...
by FrikaC
Wed Jun 19, 2002 1:10 am
Forum: First Person Shooters Development
Topic: joy menu
Replies: 8
Views: 629

The only change to the physics was to essentially alias MOVETYPE_STEP to the code for MOVETYPE_WALK, since WALK on non client entities will cause the game to error out.
by FrikaC
Sun Jun 16, 2002 8:57 pm
Forum: First Person Shooters Development
Topic: joy menu
Replies: 8
Views: 629

My approach was to use QC to essentially hex edit the running game, find svs.maxclientslimit and raise it to 16, thereby doing what -listen 16 does on the PC. The problem was that by raising the client limit, suddenly Quake hasn't allocated enough space in the hunk for 16 clients and reported "...
by FrikaC
Sun Jun 16, 2002 8:45 pm
Forum: First Person Shooters Development
Topic: New Quake RPG Screenies
Replies: 15
Views: 1206

Size doesn't matter, it's what you do with it that counts.
by FrikaC
Fri Jun 07, 2002 2:39 pm
Forum: First Person Shooters Development
Topic: New Quake RPG Screenies
Replies: 15
Views: 1206

Well I have a comment. Screen 3 is ugly, ugly, ugly. Who you got mapping for that thing? geeze.
by FrikaC
Fri May 31, 2002 6:27 am
Forum: First Person Shooters Development
Topic: Quake RPG Screenshots ahoy!
Replies: 29
Views: 3067

No, it wouldn't be Quake, exactly, there's where the term mods and TC come in.
by FrikaC
Wed May 15, 2002 4:23 am
Forum: First Person Shooters Development
Topic: Starting Mods - How to?
Replies: 14
Views: 1062

No RPG won't be a 'true TC'....but it could be with a little effort, I'll have to run it by Ren...err Tyne. The big problem is 90% of the sounds / models I've added to the mod infringe somebody or else's copyright. (much of it Blizzard's). Normally mods can get away with it, but a true standalone ga...
by FrikaC
Wed May 15, 2002 4:16 am
Forum: First Person Shooters Development
Topic: Dynamic light in QuakeDC
Replies: 8
Views: 1055

Oh scudge, gotta remove the torch spell from RPG then :(
by FrikaC
Thu May 09, 2002 9:54 pm
Forum: First Person Shooters Development
Topic: Starting Mods - How to?
Replies: 14
Views: 1062

dcquake could be hexedited however to replace the pop.lmp image data / filename.
by FrikaC
Tue May 07, 2002 9:24 pm
Forum: First Person Shooters Development
Topic: Hey TheDumbAss
Replies: 3
Views: 540

What can brown do for your business?
by FrikaC
Tue May 07, 2002 9:19 pm
Forum: First Person Shooters Development
Topic: Starting Mods - How to?
Replies: 14
Views: 1062

Just a small correction, the name of the project that is near a 'complete tc' is really OpenQuartz , *not* Open Quake - which in reality is a (now stagnant) Quake engine news site. Open Quartz will one day replace all the content of Quake - but until that day arrives anyone with a few spare hours ca...
by FrikaC
Fri May 03, 2002 7:44 am
Forum: First Person Shooters Development
Topic: quake 1 and winXP
Replies: 2
Views: 523

Use WinQuake then.
by FrikaC
Sun Apr 14, 2002 12:57 pm
Forum: First Person Shooters Development
Topic: no .Pak files in my quake 1
Replies: 20
Views: 3013

Back when the first warez copies of the game were made, 20 megs in size was pretty enourmous. I remember groaning about how the Quake demo was an unbelievable 9 megs as a matter of fact. At the time I was on a 33.6 though.