#26802 posted by Baker on 2016/01/04 02:49:55
I didn't make the mod. I converted the engine from FitzQuake 0.80 to FitzQuake 0.85 + SDL and made it run on the Mac. ;-)
But the models are in Quake .mdl format. Open them up in QME and examine the animations.
That mod is also open source, so you can browse the QuakeC.
I can't find the link, but here is a mirror:
http://quake-1.com/quakec-gallery/KurokQC.zip
 Thanks, Baker
#26803 posted by adib on 2016/01/04 04:48:56
 Adib
#26804 posted by aDaya on 2016/01/04 10:39:55
That Revolver Rifle is just a reskin of the shotgun. As for the design I'd take Q2's model and redo the textures to match Q1's aesthetics.
And yes, it would fire from the center of the screen.
Still good to incorporate it? One thing I thought of is a single shot would take down a Shambler (600 hit points) but because of the nature of the BFG that'd be slow both to fire and recharge, and it would eat either 33 Cells or 50.
 Or...
#26805 posted by aDaya on 2016/01/04 11:36:05
I make it deal 300 damage instead, so the Shamblers don't become pushovers. You'd still take out half oh their health though.
 P L A S M A T I C S H O C K
 What's This, Some Mod Or Quoth Modification That Has A BFG?
#26807 posted by aDaya on 2016/01/04 13:50:25
 300 Damage
#26808 posted by adib on 2016/01/04 16:44:34
would be good. We could do a true E4 shambler fragfest.
 OBS And Quakespasm Don't Like Each Other
#26811 posted by primal on 2016/01/05 13:22:59
OBS game capture from the Quakespasm engine results in strangely low frame rates and makes the game controls feel choppy. I have no such issues with Darkplaces. This is on Windows 10.
Anyone else had this kind of issue? Did you solve it somehow?
I wanted to ask before testing the various settings and writing up the results, in somewhat systematic fashion. I explored the most common options in OBS already, but Quakespasm always takes a big performance hit when I start game or monitor capture. It is a mystery.
 How Can I Convert A HL Wad To A Q1 Wad?
#26812 posted by aDaya on 2016/01/05 15:04:45
Or is it already compatible somehow?
 Daya
does texmex have that ability?
 With Texmex, Yes
#26814 posted by Cocerello on 2016/01/05 18:50:34
You have to play with save as ... wad2 and ''save copy ... save wad3'' options.
I never did .hlwad to .wad, but If i remember well .wad to .hlwad is done in three steps:
1. Open the .wad on TexMex
2. Save it as wad3 with the name texsetname.hlwad.wad
3. Delete the .wad part
#26815 posted by Cocerello on 2016/01/05 18:51:38
so i suppose the opposite should work
 Warren
#26816 posted by adib on 2016/01/06 01:56:15
Why you keep calling him Willem?
#26817 posted by JneeraZ on 2016/01/06 02:10:18
Used to be my nick here. Some people still use it for whatever reason. Habit?
 I Still Say Willem
#26818 posted by Zwiffle on 2016/01/06 02:46:55
Yes, out of habit more than anything.
#26819 posted by Lunaran on 2016/01/06 03:30:03
Also, same first and last letter, same color. Makes it easy to still see the old name, which reinforces the habit.
My point is, Willem should ROT13 his name and make it raspberry pink.
#26820 posted by - on 2016/01/06 04:24:00
I say we just call him Taskmaster.
#26821 posted by adib on 2016/01/06 05:27:15
I was thinking "Wilbour", but ok.
 ... [Trackback]
#26822 posted by anonymous user on 2016/01/06 08:12:23
 DeathmatchClassic.wad, Now Usable For Quake
#26823 posted by aDaya on 2016/01/06 10:48:15
Since I'm gonna use it, might as well share it with the others
https://www.mediafire.com/?jv7i5kj9a96ap96
 Adib
#26824 posted by Kinn on 2016/01/06 11:32:47
Same reason some people call necros "negke", or call madfox "czg", etc.
#26825 posted by JneeraZ on 2016/01/06 11:55:35
Lunaran - That's a terrible idea.
 So I Want To Use Scourge's Sourcecode To Add To My Mod
#26826 posted by aDaya on 2016/01/06 14:25:37
(namely everything minus the gremlin and extra weapons and items)
Is it really just as simple as taking the hip prefixes files, adding their definitions to the mod's fgd file, adding their names to progs.src, compile and call it a day?
|