News and Updates about Dead Morning
May 3, 2013 Dead Morning News 0 commentsHere I left one update about the development of the game and the new things and features that will be showing in this.

Here I left one update about the development of the game and the new things and features that will be showing in this.
A short statement about the status of my quake tribute for android and what i am planing next...
The quake-c entity .think() function pointer is an engine managed timing concept that is used on nearly every entity in the game.
Darkplaces can load Quake III maps. This tutorial will demonstrate how to get the most of those maps by using quake-c to populate them with quake one...
First new about the Game and some more Stuff. Also please note the summary field must be at least 50 characters in length. I had some nice cili some minutes...
Im interested with the egoist,i wonder where can i find it? :D
Quick question: is it possible to have animated (as in, animated in 3dsmax or equivalent) first-person camera paths in Quake? If not, is it then possible to set up a moving first-person camera (along a predetermined path in the Quake maps) directly in the editor?
it is possible to have predetermined camera paths in quake which you can do through the map editor, but it would also require QC.
what should i know about modeling for quake
eg:
max polys
size
and other things
thommo since your making stuff for the psp keep your tri counts below 1000. honestly 800 and below would be best. it's a challenge. but a fun one.
how do i make a level exit in worldcraft for kurok?
thommoboy i suggest looking at your source and studying it a bit.
i have tried to look for it but there is nothing :O
you can use 2 things
1-- a trigger called "trigger_changelevel", this one will change the map (of course) and you can choose to show the level stats after you touch it, and then it will change the level (show time, Score,etc).
2-- you can use "trigger_command", this one, when touched inputs a comand in console, so the command to be inputed would be "map (mapname)" *kurok only*
I dont know if this works on kurok, works on source engine. If you wish to make you return to the main menu after you clear your map, then the input command should be "disconnect"
yea, i know, kurok forums are dead :(
// ammo touch sound
// backpack touch sound
sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
//- it is the same sound for both.
// weapon touch sound
sound (other, CHAN_ITEM, "weapons/pkup.wav", 1, ATTN_NORM);
This is for the next comment! Why the heck is it here, I hit "reply to comment..." DUR.