Search found 1018 matches
- Fri Jan 23, 2004 3:46 pm
- Forum: First Person Shooters Development
- Topic: Has this place died?
- Replies: 10
- Views: 1014
I do check here daily... but since I've got nothing to start a new topic about and all the other threads have all the input I could give (up to the point they stopped) I dont post anything. I am still slowly working on http://console.quakepit.com but unfortunately I'm pretty much the only one to hav...
- Mon Jan 19, 2004 1:52 pm
- Forum: First Person Shooters Development
- Topic: New DC/Quake site now open.
- Replies: 31
- Views: 3357
- Mon Jan 12, 2004 12:35 am
- Forum: First Person Shooters Development
- Topic: JoyMenu 2.2 - final version
- Replies: 9
- Views: 1766
Here are a couple links... JoyMenu 2.2 beta.zip avalible at: http://www.edgefiles.com/files/11434.html or http://quakedev.dcemulation.com/fragger/downloads/JoyMenu%202.2%20beta.zip HexQuake (Fragger's hexedited edition of QuakeDC) is avalible: http://www.edgefiles.com/files/11431.html or http://quak...
- Sun Jan 11, 2004 8:01 pm
- Forum: First Person Shooters Development
- Topic: JoyMenu 2.2 - final version
- Replies: 9
- Views: 1766
- Fri Jan 09, 2004 11:16 pm
- Forum: First Person Shooters Development
- Topic: simpsons quake?
- Replies: 17
- Views: 3355
I was talking to Moi online and he pointed me to this discussion. yep. Moi's post is true. Especially since RADQuake has developed as far as it has. (still needs save support though) Here is a 3rd person deathmatch total conversion that doesnt need the original quake files at all. This package has e...
- Wed Dec 31, 2003 2:27 pm
- Forum: First Person Shooters Development
- Topic: DC Twisted Xmas TC released !
- Replies: 8
- Views: 1432
- Sun Dec 28, 2003 12:00 pm
- Forum: First Person Shooters Development
- Topic: Problems with understanding RADquake mods
- Replies: 7
- Views: 657
- Sat Dec 27, 2003 7:00 pm
- Forum: First Person Shooters Development
- Topic: Problems with understanding RADquake mods
- Replies: 7
- Views: 657
- Thu Dec 25, 2003 11:48 pm
- Forum: First Person Shooters Development
- Topic: DC Twisted Xmas TC released !
- Replies: 8
- Views: 1432
I uploaded the sbi then realized I left a flaw in there when I was about to make it public. So I wasted a couple hours there. I've fixed it and am currently reuploading it. It looks like it'll be done in 45min or so. (damn 14.4kb/s wireless internet. So glad I'm finally getting cable internet) Edit:...
- Thu Dec 25, 2003 8:35 pm
- Forum: First Person Shooters Development
- Topic: Codename Soon!
- Replies: 14
- Views: 913
- Thu Dec 25, 2003 3:14 am
- Forum: First Person Shooters Development
- Topic: DC Twisted Xmas TC released !
- Replies: 8
- Views: 1432
- Thu Dec 25, 2003 3:10 am
- Forum: First Person Shooters Development
- Topic: Codename Soon!
- Replies: 14
- Views: 913
Money system sounds interesting. Maybe earn different money for different game modes and each kind of money lets you buy different kinds of stuff? heh I'll be getting cable internet installed this weekend. When I do I'd like to get what you have and try to help get it running. Then I'll get you my o...
- Wed Dec 24, 2003 4:46 am
- Forum: First Person Shooters Development
- Topic: DC Twisted Xmas TC released !
- Replies: 8
- Views: 1432
- Sat Dec 20, 2003 7:21 pm
- Forum: First Person Shooters Development
- Topic: Is there any way to get bots working with RADQuake
- Replies: 4
- Views: 549
Joymenu should work just fine with RADQuake. All the currently released versions at least. Fragger had mentioned to me that the next version would require his hacked QuakeDC engine... We'll just have to wait until he finishes that version to find out for sure. Some of the things in JoyMenu are a bit...
- Tue Dec 16, 2003 8:06 pm
- Forum: First Person Shooters Development
- Topic: RADQUAKE 4.4 editon Codename "onscreen keyboard"
- Replies: 13
- Views: 1350
- Mon Dec 08, 2003 10:31 pm
- Forum: First Person Shooters Development
- Topic: New DC/Quake site now open.
- Replies: 31
- Views: 3357
The Titanium Studios port is good but its not near perfect. It has several major flaws but I dont have time to list them off. But for running stock Quake it is deffenately playable. And much prettier than the newer RADQuake port. As far as the legal issues go... To put it bluntly, No it is not legal...
- Sun Dec 07, 2003 1:22 pm
- Forum: First Person Shooters Development
- Topic: New DC/Quake site now open.
- Replies: 31
- Views: 3357
Just wanted to comment and say Thanks to Moi for making some updates to http://console.quakepit.com Of course there is still a ton more that needs to be filled in and I have a bunch of downloads I need to make avalible... but every little bit helps :) If you want to contribute but fear that you'll s...
- Fri Dec 05, 2003 9:10 pm
- Forum: First Person Shooters Development
- Topic: RADQUAKE 4.3 modlist (Working mods)(non working) list#
- Replies: 20
- Views: 4239
Something Reaper didnt mention there... Prydon Gate is fully compatable with RADQuake 4.3... As he said. What he didnt mention is that Prydon Gate runs at a very playable level in the high res 640x480 mode engine. The framerate is still under 10FPS most of the time but for this particular mod it doe...
- Tue Dec 02, 2003 11:38 pm
- Forum: First Person Shooters Development
- Topic: RADQUAKE 4.3 FRAGGER EDITON!
- Replies: 35
- Views: 2369
No time to work on anything tonight... I shouldnt have even popped on here... But no suggestions on what to put on my info page(s) :( Come on... somebody give some suggestions... I dont want to end up dumping a large portion of the readme in there... but I know I want to have some kind of info page....
- Tue Dec 02, 2003 12:20 am
- Forum: First Person Shooters Development
- Topic: RADQUAKE 4.3 FRAGGER EDITON!
- Replies: 35
- Views: 2369
I was talking about how the console runs off the screen mainly... I did realize that the status bars can be moved about. :) I didnt realize that the 320x200 version was less stable than the 320x240 version. So far I've only tried Codename because of its obvious QC menu bug that crashes the 320x200 v...