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A New "ProQuake" Is Imminent

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  • #16
    I cant wait much longer for this release, I am dying inside please help me please... .. .

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    • #17
      is it possible to create a console command "saveconfig name" like in Q3 for those of us who don't know how to create cfg files which will save current setup into cfg. Or maybe an option somewhere that does the same... Just wondering.
      It's always a good day when you get laid...

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      • #18
        Originally posted by TAXI View Post
        is it possible to create a console command "saveconfig name" like in Q3 for those of us who don't know how to create cfg files which will save current setup into cfg. Or maybe an option somewhere that does the same... Just wondering.
        Yeah, that's on my list. Maybe some sort of "backup" method too.

        Originally posted by l33t View Post
        I cant wait much longer for this release, I am dying inside please help me please... .. .
        Hehe, you won't have to wait long.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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        • #19
          repost

          Reposting this from earlier this year

          "1. Transparent HUD
          2. Pointing in team msgs i.e. %x at %y in ezquake. For instance, I might be standing at quad on DM3, and if I point at MH at mound and hit a bind it would say "MH at Mound".
          3. FPS tweaks (blood explosions etc)
          4. Show speed command
          5. In game funname creation"

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          • #20
            A show_speed command and making it easier to make cool Quake names would be fine to add in this. I love the show_speed command in JoeQuake. #3 is something for certain I know J.P. Grossman never would add to his engine.

            #1, possibly as an option. I've already played with that idea. #2, seems unlikely. I don't want to add anything to this that gives someone an advantage over ProQuake 3.50 other than convenience and bug-fixes.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #21
              Alright, it appears I have managed to fully fix the FOV "bug" in ProQuake.

              I am hoping this fix works for everyone. The fix itself is from aguirRe's Enhanced GLQuake. I studied his engine and Tyrann's, which both have FOV fixes and I think I did this properly.

              With this done, I'll wrap up the final touches and release what for now will be called "Unofficial ProQuake 3.60" within the next 12 hours.
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

              Comment


              • #22
                you da man

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                • #23
                  Baker,

                  Good stuff, thanks for the reply. Basically I'll be satisfied with anything you can borrow from ezquake or fuhquake.

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                  • #24
                    Originally posted by Cataklysque View Post
                    Baker,

                    Good stuff, thanks for the reply. Basically I'll be satisfied with anything you can borrow from ezquake or fuhquake.
                    Yeah I think your feature ideas are great, but a couple of those would be a better fit for engines like Qrack/JoeQuake/DarkPlaces that don't have the old school 1999 Quake feel.

                    I personally really love the feel of FuhQuake, and would love to see some of the things not already adapted in Qrack/JoeQuake put in those engines.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #25
                      I agree, I'd like to keep the same raw feel to it. But, ezquake and fuhquake were designed with 1on1 and 4on4 gameplay in mind. Most features will port very well to Proquake, considering it's mostly used for 1on1 and 4on4 gameplay.

                      I mean there are some things that just have no place in proquake, (custom texture colors come to mind) but a good portion of it would be great.

                      If I didn't mention it already, thanks for doing this.

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                      • #26
                        i hope you plan on releasing the source code, we don't want another trujen fiasco.
                        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                        • #27
                          Originally posted by Mindf!3ldzX View Post
                          i hope you plan on releasing the source code, we don't want another trujen fiasco.
                          Of course. I would be the ultimate hypocrite for the countless times I've ripped on XQuake over the years if I did that.
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                          Comment

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