Search found 1018 matches
- Sun Apr 18, 2004 5:06 am
- Forum: First Person Shooters Development
- Topic: Wizards Manse not loading!?
- Replies: 27
- Views: 1809
Wizards Manse is a standard quake level (E2M5) This is the first time I've heard of a problem with that map. Maybe its a combination of the map and JoyMenu? The map isnt large. (~1.3MB) so its not that alone. Unfortunately I dont have a similar disc here now. My dreamcast isnt even hooked up at the ...
- Sat Apr 17, 2004 4:13 pm
- Forum: First Person Shooters Development
- Topic: SaveQuake
- Replies: 22
- Views: 1701
impulse 100 I beleave. I think it should automaticly be bound to one of the DPAD directions. After typing that in or hitting that button you'll get teleported to an all black room where you actually do your saving. When you save in that room you'll get your 8 block save. Then when you walk through t...
- Sat Apr 17, 2004 3:58 pm
- Forum: First Person Shooters Development
- Topic: Offical DCEmu Codename: Envenom Topic
- Replies: 188
- Views: 18527
- Fri Apr 09, 2004 4:36 pm
- Forum: First Person Shooters Development
- Topic: Quake question/suggestion
- Replies: 6
- Views: 637
RADQuake also supports the keyboard and mouse. And it is 100% legal. (Titanium's port is in a gray area there) The only feature RADQuake needs is saving. Otherwise its a great port. Though I would still like to see hardware rendering and maybe use the 2MB sound ram rather than the system ram for the...
- Tue Apr 06, 2004 9:28 pm
- Forum: First Person Shooters Development
- Topic: radquake burning
- Replies: 5
- Views: 570
All you need to run RADQuake from the original install CD is the pak files. To get the files off the CD you have two options... If you have a really old copy of Quake then the pak files will be easily visible just from looking at the cds contents. Just drag/drop as needed. If you have a more modern ...
- Tue Mar 30, 2004 7:37 pm
- Forum: First Person Shooters Development
- Topic: what am i doing wrong
- Replies: 20
- Views: 1672
To make things a little easier... There is an .sbi of Twisted Xmas (if your familiar with Selfboot Inducer) that has EVERYTHING you need to get Twisted Xmas working. You can get it here http://www.edgefiles.com/files/11161.html Codename:Corporal comes with almost everything you need. I'd still recom...
- Tue Mar 30, 2004 4:30 pm
- Forum: First Person Shooters Development
- Topic: what am i doing wrong
- Replies: 20
- Views: 1672
well... the term 'TC' causes a lot of confusion. Over the years 'TC' has been used to discribe mods that radically change the way a game is played (like TargetQuake, QuakeRally, or Codename:Corporal) The problem is that of the three examples... only one can be played without the original Quake files...
- Mon Mar 29, 2004 4:18 pm
- Forum: First Person Shooters Development
- Topic: what am i doing wrong
- Replies: 20
- Views: 1672
Lets see... i put target quake's pak0 file into the id1 folder in my quake dc directory I think that is your first problem. You made no mention of including the original quake pak files. The original Paks are Pak0.pak and Pak1.pak from your original quake installation. You need those PLUS the pak fi...
- Sat Mar 27, 2004 8:49 pm
- Forum: First Person Shooters Development
- Topic: Mod Compatability
- Replies: 1
- Views: 773
Mod Compatability
RADQuake mod compatability is being recorded in this topic: http://www.dcemulation.org/phpBB/viewtopic.php?t=41920 or on this page of ConsoleQuake http://console.quakepit.com/RADQuakeCompatabilityList QuakeDC compatabilty Check this page on ConsoleQuake http://console.quakepit.com/QuakeDCCompatabili...
- Sat Mar 27, 2004 8:22 pm
- Forum: First Person Shooters Development
- Topic: An idea for RADQuake...
- Replies: 5
- Views: 729
That doesnt sound like a bad idea to me I'll see about adding that to QuakeX (with quakex.cfg loading/saving instead) I've just added an early version of font scaling to QuakeX that could be ported over to RADQuake. Spacificly for the 640x480 versions (if any more are made) That way the font is actu...
- Sat Mar 27, 2004 8:14 pm
- Forum: First Person Shooters Development
- Topic: RADQUAKE 4.3 modlist (Working mods)(non working) list#
- Replies: 20
- Views: 4199
Many PC mods work fine on DC straight out of the original zip. Some just need a new/edited .cfg. Some also need a keyboard. Then there are several that dont work at all or need recoded to be compatable. I've found more mods that are in the first three catagories with RADQuake than are completely inc...
- Sat Mar 27, 2004 12:58 am
- Forum: First Person Shooters Development
- Topic: Question
- Replies: 7
- Views: 662
Unfortunatly from my understanding Ajay has 'retired' from the scene so it seems we will never get a completed version of Lukin's Journey. It was very promising as a great 3d platformer for all ages. Its a sad loss :( There is a list of mods made spacificly for the dreamcast avalible here: http://co...
- Wed Mar 24, 2004 10:01 pm
- Forum: First Person Shooters Development
- Topic: Qontra - a new MOD I'm working on
- Replies: 40
- Views: 5373
Moi: oops I misunderstood. :) a guess on a way to do multiple lives would be to write a fake death function that runs through the death frames, resets all the players powerups to the standards, and pauses for a second. Then it'd call a fake respawn dropping the player down at about the same spot tha...
- Tue Mar 23, 2004 9:27 pm
- Forum: First Person Shooters Development
- Topic: Qontra - a new MOD I'm working on
- Replies: 40
- Views: 5373
Whats this about my reply level? heh I just keep so darn busy now a days :( Tyne's simple help is 100% accurate. And it should work. Besides... In a game like this you wouldnt want the dead/dying to interrupt your movement... so even if you dont have them kill you on touch it'd probibly still be a g...
- Sun Mar 14, 2004 8:50 pm
- Forum: First Person Shooters Development
- Topic: QuakeDC F.A.Q.
- Replies: 12
- Views: 13120
This is true (bad links and Joymenu) JoyMenu doesnt actually Compress saves it has just been specially optimized to produce much smaller saves. Its still an excellent choice since thats what all the 'small save' mods do anyway. Get Joymenu at Fragger's new site: http://quakedev.dcemulation.org/fragg...
- Fri Mar 05, 2004 11:08 pm
- Forum: Homebrew Software and Indie Games Discussion
- Topic: CDI help... (and will post legal free game if allowed)
- Replies: 8
- Views: 704
- Mon Feb 09, 2004 8:05 pm
- Forum: First Person Shooters Development
- Topic: Finally did it ..
- Replies: 9
- Views: 1140
- Mon Feb 09, 2004 8:01 pm
- Forum: First Person Shooters Development
- Topic: Quake 2 DC
- Replies: 7
- Views: 1273
- Fri Feb 06, 2004 2:12 pm
- Forum: First Person Shooters Development
- Topic: RADquake 4.5beta
- Replies: 24
- Views: 2588
Engine and source have been mirrored on EdgeFiles Engine: http://www.edgefiles.com/files/11870.html Source: http://www.edgefiles.com/files/11871.html I dont know when I'll get a chance to test it out for myself though... When I do I'll make my comments on it. 16 client support is a very interesting ...
- Sat Jan 24, 2004 3:16 am
- Forum: First Person Shooters Development
- Topic: Has this place died?
- Replies: 10
- Views: 993
Our mission is to inform talented ppl about the possibility of Q1! What I was trying to do was to get PC quake people to think about DC when they made their mods. I got FrikaC interested enough for Prydon Gate to be released on it. (Even if the add-ons arent really compatable.) Also without FrikaC'...