Search found 1560 matches

by Tyne
Sat Feb 09, 2002 3:38 am
Forum: First Person Shooters Development
Topic: RPG Mod for DC Quake
Replies: 45
Views: 8067

Yes, a bow with different types of arrows, and elemental arrows also. I've added in a hit/miss ratio. Basically a monster has a number set to it like say... 60. If your sword has a hit ratio of 30 it'll hit the monster 1/2 times, not a bad system eh? It slows down the gameplay, which is good! (It's ...
by Tyne
Wed Feb 06, 2002 7:49 pm
Forum: First Person Shooters Development
Topic: RPG Mod for DC Quake
Replies: 45
Views: 8067

Switch to third. It's third while walking/talking/and fighting melee. Once you take out the Bow then it goes first person like Zelda 64.
by Tyne
Sat Feb 02, 2002 11:39 pm
Forum: First Person Shooters Development
Topic: RPG Mod for DC Quake
Replies: 45
Views: 8067

Yes, easily. Although actually changing it around would take a bit of time...
by Tyne
Sat Feb 02, 2002 7:15 pm
Forum: First Person Shooters Development
Topic: RPG Mod for DC Quake
Replies: 45
Views: 8067

Good news.
I got a mapper named Scampie to help things along.
I've got town music, and an inventory/status screen in progress!
It's coming along very well...
by Tyne
Mon Jan 28, 2002 2:59 am
Forum: First Person Shooters Development
Topic: CDI For quake, why is it a bad thing?
Replies: 7
Views: 1042

Well, a shareware .cdi file is alright but using the full version pak file is NOT. I have no experience in creating .cdi files or else I'd do it myself (With the shareware files...) And why there isn't a .cdi file? I do not know! Maybe TheDumbAss will create one or Ajay. Don't look at me, I'm just a...
by Tyne
Tue Jan 22, 2002 9:14 pm
Forum: First Person Shooters Development
Topic: RPG Mod for DC Quake
Replies: 45
Views: 8067

Lousy no good mappers, they jumped the boat.
I'm looking for mappers again!
by Tyne
Thu Jan 10, 2002 6:44 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: using suse selfboot kit, only Dreamsnes works :(
Replies: 4
Views: 439

Use Discjuggler. :)!
by Tyne
Thu Jan 10, 2002 6:27 am
Forum: First Person Shooters Development
Topic: RPG Mod for DC Quake
Replies: 45
Views: 8067

Thanks a lot everyone, I'm working as hard as I can on it and even got a few mappers. So things are on there way!
by Tyne
Mon Jan 07, 2002 6:50 pm
Forum: First Person Shooters Development
Topic: QuakeDC Source
Replies: 19
Views: 2728

Well if someone from the QuakeDev community gave LordHavoc a spare dreamcast you guys have lying around he'd report quake and release the source. *nudge* *wink* *nudge*
by Tyne
Mon Jan 07, 2002 5:50 am
Forum: First Person Shooters Development
Topic: Saving?
Replies: 8
Views: 1254

That's why in my RPG mod I'm making a tiny black room with only 1 entity for saving. :)
by Tyne
Sun Jan 06, 2002 6:35 pm
Forum: First Person Shooters Development
Topic: Binding
Replies: 4
Views: 739

bump
by Tyne
Sun Jan 06, 2002 1:22 pm
Forum: First Person Shooters Development
Topic: Binding
Replies: 4
Views: 739

Binding

I put this topic here because I need a really quick answer, and people don't visit the DCQuake section often. :(

How do I get it so when DCQuake boots up it'll load my config file up?
by Tyne
Sun Jan 06, 2002 12:53 pm
Forum: First Person Shooters Development
Topic: RPG Mod for DC Quake
Replies: 45
Views: 8067

I booted it up on Dreamcast last night. The mod takes about 1.7 megs of the Dreamcasts ram, so I can go wild :)

Anyways, how do you auto bind a command, I put an autoexec.cfg and a config.cfg but it didn't load either.
by Tyne
Sat Jan 05, 2002 10:54 pm
Forum: First Person Shooters Development
Topic: Self-Boot CD
Replies: 2
Views: 820

I recommend against it, you can only burn once and you can't go back to the CD later and add new mods etc.
by Tyne
Sat Jan 05, 2002 10:52 pm
Forum: First Person Shooters Development
Topic: Problem.
Replies: 8
Views: 1223

Whoa, for some reason your Quake paks have had their files extracted and no pak files exsist. Good luck burning DCQuake now.
by Tyne
Sat Jan 05, 2002 3:57 am
Forum: First Person Shooters Development
Topic: RPG Mod for DC Quake
Replies: 45
Views: 8067

RPG Mod for DC Quake

Tonight I burned DCQuake and it's great, especially with JoyMenu. I've been working on a RPG for Quake 1 which is aimed to work on Dreamcast also. What I need right now is mappers! If anyone can map and is willing to help let me know. :) I've coded a lot, such as NPCs that talk, monsters, first and ...
by Tyne
Thu Jan 03, 2002 5:37 pm
Forum: First Person Shooters Development
Topic: Reported Quake DC
Replies: 6
Views: 1143

Also, I'm actually Renegade.. you'll know me if you hang around the quake c "section" of the quake community.

I'm actually making a quake rpg mod compatible with DCQuake. :)
by Tyne
Tue Jan 01, 2002 8:28 am
Forum: First Person Shooters Development
Topic: Reported Quake DC
Replies: 6
Views: 1143

Yeah, LordHavoc is great. Had to figure out DC's texturing format and it seems ready to go with Quake. :)
by Tyne
Tue Jan 01, 2002 6:49 am
Forum: Programming Discussion
Topic: Dreamcasts texture format
Replies: 4
Views: 974

Dreamcasts texture format

Can anyone tell me what Dreamcast's texturing format is?

RGB565, RGB5551, RGBA4444, RGBA8888, 8bit paletted, etc
by Tyne
Tue Jan 01, 2002 5:17 am
Forum: First Person Shooters Development
Topic: Reported Quake DC
Replies: 6
Views: 1143

Reported Quake DC

On the IRC server oz.innergamer.net (Channel #qc), where a person named Ender hangs out can port Quake to Dreamcast again easily. He's compiled a PSX version of Quake 1 (no sound, lack of PSX ram) and he even partially knows the guy who ported Quake 1 to Dreamcast. If Ender gets a Dreamcast he'll po...