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Comment History
Paril
Paril - - 24 comments @ Rob The Strogg

Is the source code still around? Would love to archive it for future generations! I run a Quake II source archive github repo.

Good karma+1 vote
Paril
Paril - - 24 comments @ StroggDM - You Are The Strogg!

Parilsprojects.org

Sorry folks, I'll update my pages.

-Paril

Good karma+2 votes
Paril
Paril - - 24 comments @ Paril

LordWriath.

Wouldn't be needed, but I do need a tester for this. My other tester is gone, and has left me to be testing it myself. If you are interested, please drop me a line at jonno.5000@gmail.com. I would LOVE to get a working Single Player/Coop StroggDM working.

What I had in mind too were different gamemodes for this too. Example:

Normal - Play the COOP/SP as you would DM, but with monsters.

RPG - Start low, and make your way up the tables by killing monsters. (I had a thought to make this the main StroggDM gameplay, but quickly changed my mind soon after. RPG is a planned gamemode in 8.0. I hope to have an atleast working SP by then, but no promises for COOP.)

Random - You might be a soldier, you might be Makron, who knows? Only after your respawn will you find out.

Human Invaders - Changes all of the Stroggo enemies into humans. Weapons depend on who they replace. (This is going to be part of what I call "StroggFlags", which will also include the teamplay options, removing them as cvars).

That's all I can think of. So yeah, the idea of StroggSP/COOP isn't bad. I might release each Strogg series game (StroggDM, StroggSP/COOP, StroggCTF) on it's own, and then mix all of it together in one StroggDM release.

Ideas welcome, and I'm looking forward to hearing from you LordWriath.

-Paril

Good karma+1 vote
Paril
Paril - - 24 comments @ Paril

scorpionz, make sure deathmatch is 1. The tutorial does not work in Single Player or Coop.

Lord_Wriath, as of the latest build (7.0 Final), there was no single player or coop support. At one time, I did think of making it, but I just don't know how to approach it. If you want to discuss this more, we can talk.

-Paril

Good karma+1 vote
Paril
Paril - - 24 comments @ Class or Team Based Mod

A team-based mod would have the same idea, but I mean only for selection, not for gameplay itself.. I don't even use this way anymore, Zoid's PMenu helped me a lot..

Good karma+1 vote
Paril
Paril - - 24 comments @ Locational Damage

Note, I messed up,
Try this:

#define ARM1_DAMAGE (height/1.4)-abs(targ->mins)+8 // Should go about between the chest and stomach, and going over by 8#define ARM2_DAMAGE (height/1.4)-abs(targ->mins)-8 // Should go about between the chest and stomach, and going over by -8

Good karma+1 vote
Paril
Paril - - 24 comments @ Ejecting Shells

I only gave the beef. You had to make the rest yourself, but thanks :)

Good karma+1 vote
Paril
Paril - - 24 comments @ Climbing - Hard to reach places?

Note that you have to make a cmd yourself, making it activate "Grab_n_Climb".

else if (Q_stricmp(cmd, "climb") == 0)
Grab_n_Climb(ent);

Taken from AQC.

Good karma+1 vote
Paril
Paril - - 24 comments @ Climbing - Hard to reach places?

You don't need those. That block is for the +action, from Dirty.
You can just press the cmd I added to be able to climb up.
All it does is check for a location and up your velocity..
Works fine for me, it was implemented into my oldest AQC mod.

Good karma+1 vote
Paril
Paril - - 24 comments @ Push and Pull

As for the ammo requirment:
error C2113: pointer can only be subtracted from another pointer.

Not sure where that came from....

I'll check about the laser.

Good karma+1 vote
Paril
Paril - - 24 comments @ Push and Pull

Sorry, that's a very old tutorial.
I'll fix it right now.

Good karma+1 vote
Paril
Paril - - 24 comments @ Class or Team Based Mod

I don't like HL :)

Good karma+1 vote
Paril
Paril - - 24 comments @ The Stuffcmd

Probably.

NOTE: Stuffcmd is NOT recommended, as it will cause overflows.

Good karma+1 vote
Paril
Paril - - 24 comments @ Cooperative Play.. Cooperative?

Thank you :)

Good karma+1 vote
Paril
Paril - - 24 comments @ Standard Logging Support

BigBird is correct, any C/C++ base. I did this in C, on the Quake2 DLL.

Good karma+1 vote
Paril
Paril - - 24 comments @ COOP or DIE

Not bad.. Pretty cool, but hard to get working >>

Good karma+2 votes
Paril
Paril - - 24 comments @ Paril

I won't ;)

Good karma+1 vote
Paril
Paril - - 24 comments @ Class or Team Based Mod

G_cmds.c, typing a cmd. :)

Good karma+1 vote
Paril
Paril - - 24 comments @ Stroggos Supply Station

Very very nice! It's great to see someone involved in Quake2 still, like me, a quake2 coder. Pass me an email sometime, I'd love to talk :)

Good karma+3 votes
Paril
Paril - - 24 comments @ Paril

Heh, yup, played for 8 years or so..

Good karma+2 votes
Paril
Paril - - 24 comments @ Paril

Haha thanks, I give my share to the community. I'll be doing alot more, just keep waiting. They will be for Q2, because it's the best..

Good karma+1 vote
Paril
Paril - - 24 comments @ Locational Damage

Many many things you could do with this. Maybe some text like in Action "You hit %s in the (name of part)!", Kevlar/Armor bullet hitting "%s's Kevlar Vest absorbed most of the shot".. this can be used for every weapon, including melee attacks.

Good karma+1 vote
Paril
Paril - - 24 comments @ Adding a new weapon (Melee)

Shouldn't be..?

Good karma+1 vote
Paril
Paril - - 24 comments @ New version, 4.0.500!

They shake the level. Just like a normal earthquake.. And no, there was never a cvar. I wish there were, but with the engine, I don't think I can. I will make a cvar for changing both time limits though :)

Good karma+1 vote