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News and Updates about Dead Morning
Dead Morning

News and Updates about Dead Morning

May 3, 2013 Dead Morning News 0 comments

Here I left one update about the development of the game and the new things and features that will be showing in this.

What's up with my Quake Tribute?!
Game

What's up with my Quake Tribute?!

Mar 3, 2013 QuakeDB News 5 comments

A short statement about the status of my quake tribute for android and what i am planing next...

Quake c - .think() and .nextthink
Quake

Quake c - .think() and .nextthink

Oct 7, 2012 Quake Tutorial 0 comments

The quake-c entity .think() function pointer is an engine managed timing concept that is used on nearly every entity in the game.

Quake c - using map entity spawn functions to load Quake III maps in Darkplaces
Game

Quake c - using map entity spawn functions to load Quake III maps in Darkplaces

Sep 30, 2012 DarkPlaces engine Tutorial 0 comments

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
Cause of War: 1944

First new about the Game

Sep 15, 2012 Cause of War: 1944 News 5 comments

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...

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Post comment Comments  (10 - 20 of 69)
ThatPolyDude
ThatPolyDude Apr 15 2012, 8:20am says:

Im interested with the egoist,i wonder where can i find it? :D

+2 votes     reply to comment
Sporkeh
Sporkeh Mar 1 2012, 12:29pm says:

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?

+2 votes     reply to comment
ceriux
ceriux Mar 9 2012, 1:21pm replied:

it is possible to have predetermined camera paths in quake which you can do through the map editor, but it would also require QC.

+3 votes     reply to comment
thommoboy
thommoboy Jan 18 2012, 9:24pm says:

what should i know about modeling for quake
eg:

max polys
size
and other things

+2 votes     reply to comment
ceriux
ceriux Feb 9 2012, 12:19am replied:

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.

+2 votes     reply to comment
thommoboy
thommoboy Nov 23 2011, 1:13am says:

how do i make a level exit in worldcraft for kurok?

+2 votes     reply to comment
ceriux
ceriux Nov 30 2011, 3:28pm replied:

thommoboy i suggest looking at your source and studying it a bit.

+2 votes     reply to comment
thommoboy
thommoboy Dec 1 2011, 9:05pm replied:

i have tried to look for it but there is nothing :O

+2 votes     reply to comment
WeeGee9000
WeeGee9000 Dec 29 2011, 6:11am replied:

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 :(

+2 votes     reply to comment
numbersix
numbersix Apr 26 2013, 3:26pm replied:

// 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.

+1 vote     reply to comment
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