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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Thu Jan 26, 2006 12:47 pm Post subject: |
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I'm working on two things:
Lunkin deathmatch (really just for my son and I, but depending on how bug free and great it is, I may upload it)
Raptors2
But as I change with the wind, it may be some completely different things tomorrow. Also, I have to get my quake modding stuff up and working again. _________________ my site |
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lth

Joined: 11 Nov 2004 Posts: 129
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Posted: Thu Jan 26, 2006 1:19 pm Post subject: |
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Transferring CHQ to a new host, and porting CyberQuake to Quake3.
Actually, I've moved diagonally into boardgames. My current scam is this (shameless pimping ) _________________ randomviolence - tactical combat boardgame |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Thu Jan 26, 2006 11:41 pm Post subject: |
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I, uhh, no. I cleaned up the Qake mapping documentation yesterday, but I wouldn't say I'm actually working on anything.... Quake related that is. |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Fri Jan 27, 2006 4:56 pm Post subject: |
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I'm still working on TAKOP.
I've finished work on the Improved Seeker Missile and Targeting System code, so the next item on the list is the Compression Plasma Rifle. (Though to be honest, the main bulk of new coding for that is primarily going to be related to different effects regarding the upgraded form related to different characters. Which means that it will probably be skipped over until I actually impliment the characters themselves...)
Weapons TODO:
CPR
Atomic Puck Launcher
Thermal Disruptor (Gotta get a new model going for this too...)
Twin-Barrel Micro Split Missile Launcher
BOS (Black Omega Singularity) Cannon
BioWaste Reclaimation Unit _________________ "Roboto suggests Plasma Bazooka." |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Fri Jan 27, 2006 5:48 pm Post subject: |
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I'm erratically working on DiD2 - bug fixes mostly, and getting the client-side cursor finished so I can release v1.1. I'm rewriting the fog code too, to make it much more efficent. This should give a significant increase in FPS. _________________ Apathy Now! |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Posted: Sat Jan 28, 2006 12:10 am Post subject: |
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As usual, I'm still working on Vr2. However, I have begun work on a sweet little QC mod, in addition to maintaining Improved Quake (tho I admit, I haven't touched that in a while). I'll probably have something from all three (and maybe a map) for QExpo. And maybe before then.  _________________ woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal
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DarkSnow
Joined: 02 Mar 2005 Posts: 67 Location: Sweden
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Posted: Sat Jan 28, 2006 3:59 am Post subject: |
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Been working with a mod for vengeance r2 aswell as project editor 2006. |
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Plumb
Joined: 20 Apr 2006 Posts: 11
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Posted: Thu Apr 20, 2006 2:58 pm Post subject: |
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I haven't done anything for years but recently I've been working on a coop mod. I'm trying to do what SvenCoop did for Halflife for Quake. Basic Quake gameplay with some small but fun modifications, plus some new map entities allowing for coop based puzzles.
I know coop's available out of the box but SvenCoop showed how much fun the game mode really can be if a level is designed with purely that in mind. |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Thu Apr 20, 2006 10:02 pm Post subject: |
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Plumb!
Sounds cool
Remember everyone, when the time comes and if youve got the content, QExpo booth! |
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