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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Fri Aug 11, 2006 5:10 am    Post subject: Tei Reply with quote

Hey Tei! I've noticed you started posting a little bit again here and there on the forums. I hadn't seen you in a long time... Were you, like me, just lurking? Wink
I was wondering: have you been working on anything Quake-related lately? Any chance of seeing a new mod by you? What about Telejano? Are you still working on it?
It's good to see you around!
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Fri Aug 11, 2006 5:23 am    Post subject: Reply with quote

Well I guess this works, I was just hoping it would be a thread discussing the awesomeness of Tei.

Anyone still have that pic of him balancing a can of something on his head or something of the sort? Quite fun.
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CocoT



Joined: 14 Dec 2004
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PostPosted: Fri Aug 11, 2006 5:29 am    Post subject: Reply with quote

Hehe, I wanna see that! Smile
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Fri Aug 11, 2006 8:26 am    Post subject: Re: Tei Reply with quote

Hahahah... I am programming, but on my job. Doing web things. Also I was testing the water for webgames. I migrated to Linux, but I whas unable to configure the 3D aceleration of a ATI card. Finnaly I remove the ATI and installed a Nvidia and whas able to play GL engines again.
I am somewhat stuck on Tremulous, a standalone Quake3 based RTS alike FPS, with people from Gloom. Is my tea cup gameplay wise.
I also whas stuck with my girlfriend, but now I have broken. I think for good. And.. .well... reading this forums make me really want to make mods again!.. all the new and exciting standalone movement is exciting me up a lot!.. I want to make something, so I am learning new things...
I still can't do full mods here on linux ( no map editor, no model, etc... ) but can be feasible so I can mod again, or make engines again. Theres lots of new stuff here and there that the community is doing and I want to play (the Gyro stuff, all the Qexpo stuff, etc..).
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Fri Aug 11, 2006 11:20 am    Post subject: Reply with quote

I ran into you several times on Tremulous. Unfortunately I was playing nearly every day and it was a huge time eater, I managed to break the habit and haven't played for a month or so. I might get back into it someday... (when are the lazy buggers ever going to release a #@$% patch)
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Sat Aug 12, 2006 2:01 pm    Post subject: Reply with quote

Funny you guys should mention Tremulous. I've played it a little while, too, and thought the gameplay was also fun. I guess I didn't really get as hooked on it as you guys, though, at least not as much as Enemy Territory Fortress (and even then, my addiction was pretty mild Wink). I like the "evolution" part of Tremulous a lot and, I don't know, it's just fun to be a monster Smile

Well, it's cool to see you around in all cases, Tei. I can't wait to see you get your hands on a PC again soon and come up with cool stuff Smile If you decided to go back to engine coding, would you base it on Telejano or write something new from scratch?
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Sat Aug 12, 2006 6:39 pm    Post subject: Reply with quote

CocoT wrote:
If you decided to go back to engine coding, would you base it on Telejano or write something new from scratch?


Well. QuakeC is like VisualBasic (or Delphi or whatever "Visual" lenguaje you can use). You can make mods much faster that with raw C. Is a fast mod prototyping tool (to use marketdroid buzzowords).
Thats stop me to make Quake3 mods.

Theres also the thing about Telejano that I abuse on the code, I create lots of features only for the sake of fun adding features. BUT the main code whas not good enough. Mainwhile the main code on DarkPlaces whas better and better, and lots of Killing feature added. So.. I think is pointless to add features outside the official DarkPlaces svn. I can make a mod of DarkPlaces with 9000 gigazillions of features, but no one will use that, and still the original DP will get better and ...well.. even me will delete the engine and source :I

AND theres some mayor features on DarkPlaces that will be added soon, so a fork is a really mad idea now. The killing feature will be something to enhance prediction or something alike on DP.

Anyway, because I was offline soo much years from the Scene, there are like zimmbillions forums to read, mods to download, stuff to learn. This make the scene terrrible interesting now. I can be bussy playing with stuff like 9 moths more Very Happy
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FrikaC
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Joined: 08 Oct 2004
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PostPosted: Sun Aug 13, 2006 1:46 am    Post subject: Reply with quote

Tei; rather than make an engine, make mods. Your mods (Space Zings, et al) have been outstanding.
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Sun Aug 13, 2006 5:05 pm    Post subject: Reply with quote

I agree, you're great both as an engine-coder and a modder. I loved you combined the Telejano features with mod features. Granted, this is a bit easier for the person who actually wrote the code for his own engine, but still... Smile
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Sun Aug 13, 2006 5:16 pm    Post subject: Reply with quote

Hummm...

So making mods can be a good thing? maybe I can create stuff on DarkPlaces. This can fit, so I can read the dp source code and figure out hom some features work.

Well.. thanks!, that can be a good idea. Very Happy
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sun Aug 13, 2006 5:23 pm    Post subject: Reply with quote

there's also a pretty swank blender md3 exporter available too if you're interested (and still use that)
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Sun Aug 13, 2006 6:17 pm    Post subject: Reply with quote

Tei - Make a DiD2 based mod! Kanada Invades USA 3 or something!
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