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PostPosted: Wed Mar 23, 2011 12:51 pm 
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QuakeDev Respected
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Joined: Thu Mar 14, 2002 12:15 am
Posts: 582
Location: Nordhorn, Germany, Old Europe
law56ker wrote:
It's just strange, this was a really neat project. I saw he wanted someone to host it, because his website server went out of action. Now he and the project dissapeared. Someone here must know a way of contacting him.


http://forums.inside3d.com/profile.php? ... rofile&u=7



I have no access to my external hd, but somehow i suspect the TAOV version to be the same as on the machine I'm working on right now, which is sadly a version from 2005-2006 :(

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PostPosted: Thu Mar 24, 2011 2:19 am 
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Insane DCEmu
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Joined: Wed Mar 10, 2010 12:29 am
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Ouch, well it is older than we had hoped. I want the latest version to host at my site too, becuase nobody can remove the games we have there but the founder of the site and I, so all files are good forever, as they are hosted on 2 sever farms in 2 countries. :grin:


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PostPosted: Thu Apr 14, 2011 11:33 am 
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DCEmu Ex-Mod
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Joined: Sun Nov 04, 2001 4:12 pm
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Location: Hell, Brazil
I've talked to him.
Tyne wrote:
I have everything
I'll shortly have an FTP to upload it to
I've just been busy with IRL crap

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Makaqu engine blog / website.
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PostPosted: Mon Apr 18, 2011 3:17 am 
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DCEmu Cool Poster
DCEmu Cool Poster

Joined: Wed Oct 17, 2001 5:44 pm
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and?
:oops:


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PostPosted: Mon Apr 18, 2011 10:49 pm 
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Pimp DC Devver
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Joined: Wed Oct 17, 2001 5:44 pm
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Sorry for the LONG delay.

http://rennyc.slipgateconstruct.com/

All my mods are now rehosted, and TAoV is in it's own sub folder.
It includes the latest version which was unreleased, you can tell since I removed the iD software monsters
with crappy variants as placeholders. Includes development files, QuakeC, .maps, you name it.

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"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."


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PostPosted: Mon Apr 18, 2011 10:53 pm 
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Pimp DC Devver
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Darkplaces.exe was used as candidates for the latest stable Darkplaces releases which would replace TAoV.exe
as development moved forward. Pretty sure the included Darkplaces.exe didn't affect the gameplay at all so feel
free to use it. P.S Feel free to report bugs to this day ;)

EDIT: I'm here to answer any questions regarding my plans for some of the included files that weren't included
in the game yet, there's also some things that the general public never saw that you may now.

And development will continue.

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PostPosted: Tue Apr 19, 2011 3:12 pm 
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Insane DCEmu
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Joined: Wed Sep 03, 2003 4:37 pm
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Thanks for making all of these available again, Tyne. I look forward to playing about with TAoV when time allows!


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PostPosted: Tue Apr 19, 2011 10:28 pm 
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Pimp DC Devver
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Welcome, if you're wondering what happened to me. I got discouraged by lack of mappers, then a woman entered my life; she's now gone.
I can now focus. Vigil lives on!

By the way, Map02ak is the latest Map02. If you want it playable then put this in console:

sv_gameplayfix_easierwaterjump 0

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"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."


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PostPosted: Thu Apr 21, 2011 7:24 pm 
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DCEmu Ex-Mod
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Joined: Sun Nov 04, 2001 4:12 pm
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Location: Hell, Brazil
I wonder how playable it will be on Makaqu when I get my current code running on the DC again.

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Segata does what Nintendogs.
⇈ ⇊ ⇆ ⇆ B A Start


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PostPosted: Fri Apr 22, 2011 10:53 pm 
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Insane DCEmu
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@mankrip, any details on when that might be? :)


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PostPosted: Sat Apr 23, 2011 3:38 am 
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DCEmu Ex-Mod
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I have no idea, my job is killing me. Things are going very slow because of that.

I'm looking into getting a better job, but I've got to pay my current debts first.

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Segata does what Nintendogs.
⇈ ⇊ ⇆ ⇆ B A Start


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PostPosted: Sat May 07, 2011 2:38 am 
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Pimp DC Devver
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mankrip wrote:
I have no idea, my job is killing me. Things are going very slow because of that.

I'm looking into getting a better job, but I've got to pay my current debts first.


Do what matters in life first and foremost always. It's good to hear you have spirit on working
on Makaqu even to this day, great engine. I'm back into TAoV development again, I've ran
back through some old development levels even released in the latest beta version;
Some of them have potential for real atmosphere and so forth.. I've updated and
revised my TAoV bug fixes text files and so forth.

Combat is polished in terms of attack animations, I'm going to make it so on Vigils
forward + attack commands he can turn around before the next one happens. I want
his Forward+Attacks to be able to "Run through" enemies on low health, but have
the attacks more easily blockable, while his "standing still" attacks have more power
and push back effects.. a trade-off that's properly and skillfully used.

It's been awhile since I've worked on TAoV as I've been dealing with life itself, but I'm
back .. I have to relearn what I've forgotten over time. Bear with me.

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PostPosted: Sat May 07, 2011 8:19 am 
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Psychotic DCEmu
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Joined: Mon Aug 11, 2008 7:34 am
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Tyne wrote:
Sorry for the LONG delay.

http://rennyc.slipgateconstruct.com/

All my mods are now rehosted, and TAoV is in it's own sub folder.
It includes the latest version which was unreleased, you can tell since I removed the iD software monsters
with crappy variants as placeholders. Includes development files, QuakeC, .maps, you name it.

I missed this post, thanks for the update.

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PostPosted: Sat May 07, 2011 3:45 pm 
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DCEmu Cool Poster
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So you replaced the quake monsters with place holders? Is there a way a user can put the quake monsters back in the game?


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PostPosted: Sun Oct 30, 2011 12:19 pm 
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DCEmu Cool Poster
DCEmu Cool Poster

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Anything new tyne :)


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PostPosted: Sat Jan 21, 2012 2:44 am 
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Pimp DC Devver
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law56ker wrote:
So you replaced the quake monsters with place holders? Is there a way a user can put the quake monsters back in the game?


Yes I was hoping to have a modeller replace the Quake monsters ingame, since I doubt that will happen as I can't find a 3D Modeller who cares enough I'll soon
be personally asking iD themselves if I'm able to use their monster models and textures. Hopefully they're cool about it.

As for progress, I haven't been able to do anything as of late and I've started to slip again. Real life has caught up with me and left me with very little time to
myself, I tend to get into what I call 'work binges' where I can work on a project every day with whatever spare time I have, then burn out for awhile and then
eventually resume my work binge.

It's coming, I can feel it ;) TAoV will be finished some day, I'm pretty much doing everything alone as of now.

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PostPosted: Sun Jan 22, 2012 9:03 am 
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DCEmu Commie
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Joined: Sun Jun 15, 2003 9:47 pm
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Great to know from you. Hope it works out with iD then :)


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PostPosted: Mon Feb 13, 2012 7:12 am 
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DCEmu Cool Poster
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Joined: Wed Oct 17, 2001 5:44 pm
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Nice to hear from you tyne, I hope you get on that binge again because TAOV is a great game.


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PostPosted: Sat Oct 13, 2012 6:59 am 
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DCEmu Cool Poster
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Almost a year later, any updates?


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PostPosted: Sun Nov 18, 2012 6:47 am 
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Team Screamcast
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Man, I haven't checked on TAoV in ages. I remember trying out some very early versions; I'd love to take a look at where the project currently stands. However, Tyne's "updated" link from 18 months ago now appears to be dead. Is this mirrored anywhere right now?


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