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InsideQC Forums • View topic - Know what i would like to see?

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Postby Baker » Fri Dec 03, 2010 2:16 pm

Ranger is saying Half-Life development is so easily even complete newbies can do it with the greatest of ease and with more creative freedom than the Quake palette and does not involve conversion plug-ins that don't always work or are somewhat non-newbie friendly to setup.

A super nooblerized NetRadiant or QER that was knobster easy to setup with Quake BSP 2.0 support (more colors, extra hulls, the stuff that Spirit would like, ...)

Still that misses the model thing. Admittedly I've never used Blender and leileilol's tutorial combined (but in my limited time playing with modelling, I wasn't immediately comfortable with Blender ... probably takes doing a few tutorials to warm up to it). Even then Q1 format is 256 color locked. IQM may have steep requirements incompatible with some engine goals. Etc. Etc.
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Spike » Fri Dec 03, 2010 2:25 pm

.
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Postby Ranger366 » Fri Dec 03, 2010 3:09 pm

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Postby Rich » Fri Dec 03, 2010 11:15 pm

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Postby jim » Fri Dec 03, 2010 11:38 pm

zbang!
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Postby horrorporn » Sat Dec 04, 2010 5:16 am

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Postby Boss429 » Tue Dec 07, 2010 4:27 am

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Postby Electro » Tue Dec 07, 2010 10:27 am

Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Postby Tomaz » Tue Dec 07, 2010 10:43 am

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Postby ceriux » Wed Dec 08, 2010 5:04 pm

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Postby Spike » Wed Dec 08, 2010 5:37 pm

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Postby frag.machine » Wed Dec 08, 2010 7:40 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Tomaz » Wed Dec 08, 2010 8:55 pm

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Postby Spike » Thu Dec 09, 2010 4:10 am

There is some contention over the actual hull sizes. If you use the hull sizes suggested by halflife, you end up with floating players. If you offset the hull size, then many quake mods 'just work', even though the offset is not compatible with halflife mods, which can get messy. you still need mods to use it properly, and it still needs tracebox.
from memory, halflife 'only adds' contents (removed=unused=reserved), and they're just fluid movement directions. gamecode can query that using pointcontents with no other engine modifications. I think.
FTE does load texture wads. From memory, DP only loads them if they're within a different subdirectory from halflife (which may be an issue for mapping tools), or I might be confusing that with ezquake.
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Postby ceriux » Thu Dec 09, 2010 4:11 am

personally i think external wad support can be done with out. cause the texture can be compiled directly into the map.
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