Same hereChristuserloeser wrote:Looking forward to those screenies
Search found 1018 matches
- Tue May 29, 2007 5:43 am
- Forum: First Person Shooters Development
- Topic: The Ascension Of Vigil
- Replies: 789
- Views: 159365
Re: The Ascension Of Vigil
- Wed Apr 11, 2007 4:20 am
- Forum: Off-Topic Forum
- Topic: Archive of the Original UBB Forum?
- Replies: 40
- Views: 2734
- Wed Oct 11, 2006 4:19 am
- Forum: First Person Shooters Development
- Topic: Map & model converter for Quake 3
- Replies: 21
- Views: 16002
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...
- Sun Jul 16, 2006 1:00 pm
- Forum: First Person Shooters Development
- Topic: Makaqu 1.5.1
- Replies: 207
- Views: 95161
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...
- Mon Apr 24, 2006 3:59 am
- Forum: Hardware Modification and Repair
- Topic: Please help dispell this rumor
- Replies: 6
- Views: 708
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...
- 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: 1529
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...
- Tue Feb 14, 2006 1:56 am
- Forum: First Person Shooters Development
- Topic: The Ascension Of Vigil
- Replies: 789
- Views: 159365
- Wed Feb 01, 2006 11:19 pm
- Forum: First Person Shooters Development
- Topic: Makaqu 1.5.1
- Replies: 207
- Views: 95161
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...
- 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: 1149
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... ...
- Sun Nov 20, 2005 12:21 am
- Forum: First Person Shooters Development
- Topic: Makaqu 1.5.1
- Replies: 207
- Views: 95161
- Wed Sep 21, 2005 9:09 pm
- Forum: First Person Shooters Development
- Topic: Tyne Releases 2 Old Unplayed Mods!
- Replies: 11
- Views: 2493
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...
- Tue Jul 05, 2005 11:28 pm
- Forum: First Person Shooters Development
- Topic: The Ascension Of Vigil
- Replies: 789
- Views: 159365
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...
- Mon Nov 29, 2004 10:04 pm
- Forum: First Person Shooters Development
- Topic: How do I make my OWN Quake mod?
- Replies: 13
- Views: 2833
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...
- Tue Nov 23, 2004 8:34 pm
- Forum: First Person Shooters Development
- Topic: How do I make my OWN Quake mod?
- Replies: 13
- Views: 2833
- Tue Nov 16, 2004 11:01 pm
- Forum: First Person Shooters Development
- Topic: The Ascension Of Vigil
- Replies: 789
- Views: 159365
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...
- Sun Oct 31, 2004 2:12 pm
- Forum: First Person Shooters Development
- Topic: Lunkin's Journey updates
- Replies: 136
- Views: 15616
- Mon Oct 18, 2004 12:06 am
- Forum: First Person Shooters Development
- Topic: RadQuake Finito Beta released...
- Replies: 45
- Views: 5244
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?
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?
- Sun Oct 17, 2004 11:53 pm
- Forum: First Person Shooters Development
- Topic: Lunkin's Journey updates
- Replies: 136
- Views: 15616
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...
- Sat Oct 02, 2004 3:52 am
- Forum: First Person Shooters Development
- Topic: Lunkin's Journey updates
- Replies: 136
- Views: 15616
- Mon Sep 06, 2004 11:04 pm
- Forum: First Person Shooters Development
- Topic: Codename: Envenom Video
- Replies: 6
- Views: 1211
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...