I make games and mods for games.
Nice trailer. Where did you get the music?
It kinda looks like something out of a medieval setting. I would suggest tweaking the armor on the shoulders and on the hips.
I generally post screenshots in the image gallery. If you want to see more, check the site, where there may or may not be more/newer shots.
yeah, the mapping looks impressive, but it looks like he's holding the flashlight backwards :p
That's water, but it's basically just a place-holder. The stream/water system needs work, I'll probably look into that next. The terrain is also completely random, just for testing purposes, so I wouldn't pay a whole lot of attention to it.
Red alert was one of the best RTS games of its time... :D
Easy as apple, cherry, peach, pumpkin, blueberry, strawberry or raspberry pie?
Anyway, good to hear!
Get on chat some time - what is your AIM or MSN?
More screenshots coming soon!
It's finally complete! You can get it at:
ImTheDarkcyde: Not much. DarkPlaces is the king of Quake1 engines, but it does have a few disadvantages. For instance, some people are not particularly fond of the DarkPlaces particle system, and overall style. These are a matter of opinion. Also, DarkPlaces is a highly advanced engine, and, to utilize some of its higher-end features, the framerates for many people just die.
My engine has a different style, different particle effects, and a bit different setup. :)
Well technically you can win a map with just engineers. But it really helps to have the others helping out.
Wolfenstein: Enemy Territory IS an excellent online game; and it's free!
^^ That was me...
Maybe you can implement that kind of thing into the system :D
And there's plenty more where that came from...
Telejano.berlios.de (if you get an error on that one, hit refresh)
Tenebrae2.com (double shudder)
Tremor.quakedev.com (another project I'm a part of)
Qmb.quakepit.com (QMB, excellent engine)
And there's more...
Anyhow, hope everybody likes the new version!
You don't really need anything other than the game :p
But, you'd probably be better off with a good engine like QMB, DarkPlaces, or Vengeance ;)
If you're looking for Quakeworld (online play) then I'd suggest FTEQuake. You can use Google to find any of these :)
Hmm... arriving at the docks in Morrowind? Hasn't that been done before?
Found another bug which makes it crash when you die - will be fixed in next release... I added some binoculars code to v1.24 when I was trying to release a fixed version, so try +binoculars in the console, or bind B to it in your .cfg!
After releasing v1.24, I noticed I accidentally left the blood set to blue on gibs - so I updated the download at my site, as of January 20, 2005 at 4:08PM (GMT).
If you get some blue blood when blowing people to small chunks, you'd better download it again. :)
/me laughs out loud
Thanks, but I had a lot of help with coding, debugging, and learning. There's a list of people who helped some here
I don't think Quake is abandonware yet, Hyro. But, seeing as you already own Quake, you might be able to convince somebody to send you a .zip file or you could download it warez ;)
For the detail texturing and shine on glass and metal, you need some extra textures which you can get from QMB. I'll try to remember to include them in my next release :)
Woops - forgot to include install instructions in the readme. In v1.3 I'll do that.
To install (and you can do this with just about every mod there is):
Unzip contents of zip file into a folder in your Quake directory:
Then run Quake like so:
C:\Games\Quake\Quake.exe -game Entar
And that should do it
I think the key is to grab a good gun as quickly as possible.
And maybe cheat yourself some health from time to time...
Fun mod, kinda difficult, but fun
Improved Quake - IQ v1.2 is completed!
I've been getting several comments about the footsteps, asking how you could turn them off, and saying they should be more quiet, whatever.
As of v1.1, you couldn't turn them off.
Now, in v1.2, Impulse 90 will toggle footstep sounds. Also, the used sounds are more quiet, so as not to be as distracting, and so that people will actually use this feature. The utilized files are foot3.wav and foot4.wav, and if you want to get the louder sounds back, rename #1 and #2 to 3 and 4 and save #3 and #4 elsewhere.
Furthermore, after complaints about FilePlanet hosting, I got some different hosting that anybody should be able to download from, and will not be updating the file at FilePlanet as regularly. If, at some point, I remember/feel like it/have time, I'll send the latest version in.
You can get the links to the files at my website: Free.hostultra.com
or the IQ page:
Download the newest version and have fun! :D
I recently realized I didn't include a readme... lol...
So, I've decided to release a complete feature list (v1.1)...
Thunderbolt does less damage, but consumes cells slower
Rockets move slower at first then speed up
Shotgun does more damage, but more for the Grunts as well.
Several monsters do a bit more damage and have a bit more health.
I think that's about it :)
-FilePlanet did update the file to v1.1 btw...
Now KakesaR, it's not nice to tell people things that aren't true...
If you were going to download it, I recommend waiting a day or two, until v1.1 is there. I'll post the new link when it's up on fileplanet.
I just updated the file on fileplanet (though it probably won't be actually updated until a few days from now) to v1.1!
Now, not only are ogres Z-Aware with their grenades, Zombies are too :)
Hmm, that's possible. It'd be difficult to code that way, but I could make it so if there's a monster between the grunt and his target he doesn't shoot...
Thanks for the input guys :)
I want OmiQuake (*and source code*)!