Search found 1018 matches

by TheDumbAss
Tue May 29, 2007 5:43 am
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 123214

Re: The Ascension Of Vigil

Christuserloeser wrote:Looking forward to those screenies :)
Same here :)
by TheDumbAss
Wed Apr 11, 2007 4:20 am
Forum: Off-Topic Forum
Topic: Archive of the Original UBB Forum?
Replies: 40
Views: 1690

OMG....

evile!

Publicly avalible archives of the old forum could quicken the coming of the apocolypse

and the hypergamer posts... dont even get me started...
by TheDumbAss
Wed Oct 11, 2006 4:19 am
Forum: First Person Shooters Development
Topic: Map & model converter for Quake 3
Replies: 20
Views: 11152

I thought about doing this a loong time ago. But when I made my backup I could never get it to boot. I spent a couple weeks trying to make a working backup from scratch for myself. I probibly went through 25+ cdrs. (back when they were like $0.75-1.00 each for decent ones) The files looked really in...
by TheDumbAss
Sun Jul 16, 2006 1:00 pm
Forum: First Person Shooters Development
Topic: Makaqu 1.5.1
Replies: 207
Views: 68845

It'd be great to get some or all the sound shunted over to the ARM processor (as it should be really) The ogg player could be ran on the ARM processor as a seperate tread basicly and cause no real hit to the running of the rest of the engine. And its 2MB of ram could be used as a buffer to keep from...
by TheDumbAss
Mon Apr 24, 2006 3:59 am
Forum: Hardware Modification and Repair
Topic: Please help dispell this rumor
Replies: 6
Views: 574

With pirate games if the disc isnt burned right then it can cause the lazer to work harder than it should. On comercial games the files are usually put in a certain order to reduce the amount of travel the lazer must do to load. Their reason is more of a load time concern than lazer life. If that or...
by TheDumbAss
Wed Mar 29, 2006 4:42 am
Forum: Hardware Modification and Repair
Topic: So who wants to help me make a COMPONENT box for the DC?
Replies: 13
Views: 1163

I forgot that component video wasnt avalible for dreamcast when I went to NYC last year. I ended up asking at 3 different japanese game stores for that cable and after the third one I broke down and bought an S-Video cable. Though my TV isnt HDTV I can still notice the increase in quality from Compo...
by TheDumbAss
Tue Feb 14, 2006 1:56 am
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 123214

Grass looks a lot more natural now than the early shots I saw.
Really interested in seeing the new model in action. Last I heard you had been making really good (and quick) progress on the reanimation.

Keep it up Tyne!
by TheDumbAss
Wed Feb 01, 2006 11:19 pm
Forum: First Person Shooters Development
Topic: Makaqu 1.5.1
Replies: 207
Views: 68845

Looks good Fragger. Included support for the file /quake/gamedir/nxmakaqu.ini. This file can be used to set the title and description of the game in the modlist, as well as the sound samplerate, the video resolution, the heapsize, and extra command line parameters. I was thinking about a similar thi...
by TheDumbAss
Thu Dec 29, 2005 11:46 pm
Forum: First Person Shooters Development
Topic: Is it possible to implement JoyMenu for other ports?
Replies: 3
Views: 991

I agree with Fragger. Porting Makaqu would be better than adapting JoyMenu. As it is... QuakeX 1.01 is just QuakeX 1.0 with most of the changes Fragger made to RADQuake ported over, a few other minor additions and network support which was added by Lantus. And as far as the source being released... ...
by TheDumbAss
Sun Nov 20, 2005 12:21 am
Forum: First Person Shooters Development
Topic: Makaqu 1.5.1
Replies: 207
Views: 68845

I'm happy to see this.
Looks like I have a good reason to hook my DC back up!

Does the current TAoV work with this?
I know the last version I tried was reported to have problems with RADQuake and it didnt work with QuakeX either...
by TheDumbAss
Wed Sep 21, 2005 9:09 pm
Forum: First Person Shooters Development
Topic: Tyne Releases 2 Old Unplayed Mods!
Replies: 11
Views: 2038

I think I was supposed to go through and recode the menu from the earlier version of Codename: Corporal for Codename: Corporal Complete but never got around to it. This is probibly a chunk of why it took forever to see the light of day. So if Tyne didnt do a QC menu you can yell at me for never gett...
by TheDumbAss
Tue Jul 05, 2005 11:28 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 123214

PSPQuake? I've been away for 'a little while'... I'll be downloading Makaqu shortly. Then I'll be looking over the source carefully to see if I can understand it. If I can I'll install the XDK on my new main computer (my laptop) and look into porting some or all the changes to QuakeXOnline... All my...
by TheDumbAss
Mon Nov 29, 2004 10:04 pm
Forum: First Person Shooters Development
Topic: How do I make my OWN Quake mod?
Replies: 13
Views: 2458

Dont forget about Tutorbot and its tutorials on the AI Cafe! I found these old tutorials invaluable when I was working on my first project many years ago. I developed a few of my own enemys and targets for that project based around the tutorbot core using the tutorials and the knowledge I gathered d...
by TheDumbAss
Tue Nov 23, 2004 8:34 pm
Forum: First Person Shooters Development
Topic: How do I make my OWN Quake mod?
Replies: 13
Views: 2458

Model making programs?

http://www.edgefiles.com/dirs/965.html

good luck :)
by TheDumbAss
Tue Nov 16, 2004 11:01 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 123214

Fully graphical menus... Nice :) I was thinking very seriously about doing that for codename at one point. Or at very least putting 2d backgrounds that the centerprinted text could align with and overlay. I actually started adding the 2d background code to the engine. (basicly hijacked and edited co...
by TheDumbAss
Sun Oct 31, 2004 2:12 pm
Forum: First Person Shooters Development
Topic: Lunkin's Journey updates
Replies: 136
Views: 11215

my god man!

Lunkin is looking great.
And that was the best looking forest I've ever seen in the Quake engine. Good job.
by TheDumbAss
Mon Oct 18, 2004 12:06 am
Forum: First Person Shooters Development
Topic: RadQuake Finito Beta released...
Replies: 45
Views: 4180

I've mirrored it on edgefiles
http://www.edgefiles.com/file.x?id=/qua ... finito.zip
or
http://www.edgefiles.com/files/17228.html

Moi... feel like making a page on console.quakepit.com for yourself and this release?
by TheDumbAss
Sun Oct 17, 2004 11:53 pm
Forum: First Person Shooters Development
Topic: Lunkin's Journey updates
Replies: 136
Views: 11215

I did write a Q3 to Q1 model conversion tutorial... but it is long lost and I'm sure there are easier ways to do it now anyway. My way required at least 3 different programs, had tons of steps and hand tuneing and couldnt convert animated objects while retaining the animation. Lunkin is shaping up v...
by TheDumbAss
Sat Oct 02, 2004 3:52 am
Forum: First Person Shooters Development
Topic: Lunkin's Journey updates
Replies: 136
Views: 11215

That does make it sound pretty darn good there ajay

keep it up!
by TheDumbAss
Mon Sep 06, 2004 11:04 pm
Forum: First Person Shooters Development
Topic: Codename: Envenom Video
Replies: 6
Views: 1016

Ren: If Chillo cant get a video recorded I could do it. I could try it out on xbox and record the video directly from there... We'd still be working with either 320x240 or 640x480 resolution (your choice) and software rendering so it'd look pretty much identical to how it would on dreamcast. Of cour...