Search found 3413 matches

by mankrip
Thu Feb 07, 2002 11:42 pm
Forum: First Person Shooters Development
Topic: JoyMenu
Replies: 23
Views: 2551

Looks like there's more people wanting to develop on QuakeDC now, that's good. It's taking some time to update JoyMenu because I want to include, or at least try to include, all the ideas I have got since the last release. By now I've included FrikaBot, CD player, all suggestions that people gave, s...
by mankrip
Fri Feb 01, 2002 1:25 am
Forum: First Person Shooters Development
Topic: Maps compiling error - Please help!
Replies: 1
Views: 469

The pathname for the map you're trying to compile is very long, more than 99 characters, so QBSP can't find your map to compile. This can be due to a limitation of WorldCraft or DOS.
I suggest to create a short directory like C:\QuakeDCmods\New\maps\ and put your maps in it.
by mankrip
Fri Feb 01, 2002 1:06 am
Forum: First Person Shooters Development
Topic: CDI For quake, why is it a bad thing?
Replies: 7
Views: 1019

Can't you guys use the boot cd?
by mankrip
Sun Jan 27, 2002 3:33 pm
Forum: First Person Shooters Development
Topic: I'm asking too much, but...
Replies: 1
Views: 590

I'm asking too much, but...

Can anyone make a South Park mod for Doom and Doom DC? All official South Park games that I've ever seen sucks, due to the stupid game designers using 3D models instead of 2D sprites... A "Doomed South Park" mod using the Doom engine will surely kick ass! Imagine you playing with Kenny, an...
by mankrip
Sun Jan 27, 2002 3:27 pm
Forum: First Person Shooters Development
Topic: heretic support?
Replies: 5
Views: 1036

Really uses the Doom engine? By my memory, Heretic has view up/down keys and translucency on glass windows, like Duke3D, so maybe not...
BTW, was Heretic/Hexen 1 source released?
by mankrip
Sun Jan 27, 2002 3:20 pm
Forum: Official DreamSNES Forum
Topic: I'm needing some help on japanese translation
Replies: 4
Views: 758

Thanks!!
:D :D :D ;)
by mankrip
Sun Jan 20, 2002 8:57 pm
Forum: Official DreamSNES Forum
Topic: I'm needing some help on japanese translation
Replies: 4
Views: 758

I'm needing some help on japanese translation

As some of you may know, GoodSNES don't rename the ROMs with the correct or complete name sometimes... There's some japanese ROMs that I want to rename with the correct names, but it seems that GoodSNES renamed them with incomplete names. I'll be glad if anyone complete their names for me. Actually ...
by mankrip
Sat Jan 12, 2002 6:39 pm
Forum: First Person Shooters Development
Topic: Saving?
Replies: 8
Views: 1213

Maybe the saving system done by Titanium have some bugs...
by mankrip
Sat Jan 12, 2002 1:34 pm
Forum: First Person Shooters Development
Topic: Saving?
Replies: 8
Views: 1213

No. It depends on how complex is the current map where you are.
by mankrip
Sat Jan 12, 2002 12:05 pm
Forum: First Person Shooters Development
Topic: translucent water
Replies: 7
Views: 1193

I've had this problem when revis'ed maps with -fast. They refused to load on Winquake.

You should revis the maps with level 4.
by mankrip
Sat Jan 12, 2002 12:01 pm
Forum: First Person Shooters Development
Topic: Binding
Replies: 4
Views: 714

I guess that this is what you want to do, Tyne: Open your PAK0.PAK file with PakExplorer and drop into it the config.cfg file that is in the ID1 folder of PC Quake. However, this doesn't set the DC controller configurations. If you want to bound the DC controller buttons to commands not available in...
by mankrip
Sun Jan 06, 2002 12:31 pm
Forum: First Person Shooters Development
Topic: Problem.
Replies: 8
Views: 1182

PakExplorer turns file names into lowercase automatically. BTW, if you want the paks you create to be equal to the original paks, include files this way: PAK0: \end1.bin \default.cfg \progs.dat \demo1.dem \demo2.dem \demo3.dem \quake.rc \gfx.wad gfx\bigbox.lmp gfx\box_bl.lmp gfx\box_bm.lmp gfx\box_b...
by mankrip
Thu Jan 03, 2002 8:52 pm
Forum: First Person Shooters Development
Topic: please help... RE: music and where to put it
Replies: 5
Views: 976

I've eaten a super banana that turns anyone into a super-hero. Will you believe if I say that it worked for me? Don't need to say anything more. I'm posting a pic to complement my info. BTW, even with the music stopping after a precache, there are levels with few models, like e1m1, that you can fini...
by mankrip
Thu Jan 03, 2002 2:21 am
Forum: First Person Shooters Development
Topic: please help... RE: music and where to put it
Replies: 5
Views: 976

When I saw this I though that I would have to say "well, you can laugh on my face, because I haven't tried to get music working yet. I was blind trusting in that 'QuakeDC readme' when I put that option on the menu." It was because I was aware that I maybe couldn't get it to work. And I bec...
by mankrip
Wed Jan 02, 2002 8:31 pm
Forum: First Person Shooters Development
Topic: Can some one make a QuakeDC CDI?
Replies: 12
Views: 1377

Well, sounds like it could be useful to finish my burning interface... I stopped working on it since looks like everyone are used to the other selfboot toolkits...
by mankrip
Wed Jan 02, 2002 1:46 am
Forum: First Person Shooters Development
Topic: dcmouse
Replies: 5
Views: 949

Well, the mouse and joystick support is all messed in QuakeDC (some mouse variables are set to the joystick, some doesn't exist, etc.).

But someone crazy enough could discover a way to turn a DC joystick into a mouse, so we could have a mouse that does analog joystick input to the DC.
by mankrip
Wed Jan 02, 2002 1:31 am
Forum: First Person Shooters Development
Topic: JoyMenu
Replies: 23
Views: 2551

My intentions on this mod is to bring QuakeDC to the highest level of "commercial quality" that it can achieve. The version 1.1 is out, you can get it in The Fragger's Place . I just fixed some things. I would like if anyone mail me or post here your favorite configurations, so I can make ...
by mankrip
Sun Dec 30, 2001 7:31 pm
Forum: First Person Shooters Development
Topic: JoyMenu
Replies: 23
Views: 2551

Well, there is actually no option that needs the game to be active... it was just because I like to do zoom_in;shot;zoom_out, or turning light amplification on, take a look around and then turn it off, without having to exit the menu. And to do some cheat testing. Just to know, my e-mail manager is ...
by mankrip
Sat Dec 29, 2001 9:45 pm
Forum: First Person Shooters Development
Topic: JoyMenu
Replies: 23
Views: 2551

Yeah, I had that idea... you can't actually pause, since impulse commands don't work when the game is paused, but is possible to set the framerate about 1 frame per 20 minutes. I didn't did it because of some options that you can only see them taking effect in real time, so I didn't needed to create...
by mankrip
Fri Dec 28, 2001 9:28 pm
Forum: First Person Shooters Development
Topic: JoyMenu
Replies: 23
Views: 2551

Well, due to an unexpected problem, it taken more time to be finished. But I had promised to release it in december, and it's here! Download here: The Fragger's Place Happy New Year! JoyMenu version 1.0 features list FEATURES: 1 - Black screen: helps you to see the menu, but remember that the game s...