Search found 559 matches

by Boons
Tue Mar 24, 2015 10:05 pm
Forum: General Discussion
Topic: Do you have interest in a higher graphics engine?
Replies: 26
Views: 13974

Re: Do you have interest in a higher graphics engine?

I'd say if you do it, its for yourself. If thats how you want to spend your time then its all good 8)
by Boons
Wed Sep 24, 2014 8:32 am
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

Ftp access for me?

Can you have mysqal and all that jazz ready to go dirk?
by Boons
Sun Sep 21, 2014 11:29 am
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

So far you can just walk around in 3rd person or first person.. no models for your character no weapons..

When I get time I will explore it more deeply.. I think for now we should concentrate on getting 1 allied model 1 axis model and give them each a rifle.. as a place to start.
by Boons
Sun Sep 21, 2014 9:28 am
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

Unity itself is extremely intuitive. Within 2 minutes of the program loaded up I was able to make a map and play it.. Terrain with trees on it and a sky much more complex than anything I have done in quark in minutes... I think its worth trying :) Very very impressed so far.
by Boons
Sat Sep 20, 2014 4:37 pm
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

Anyone have webspace? I can set up forums/chat for those of us interested. I would point out that new users can not join this forums so if this is a project a new website will be needed anyways :/
by Boons
Thu Sep 18, 2014 11:25 pm
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

Watching vids about this.. Doesnt seem like it would be that bad to do! There must be some fps start resources already made for this? like a place to start from.. that we can just mod.
by Boons
Thu Sep 18, 2014 9:33 pm
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

Parts. I would be interested in such a project.

I would want to try and keep the "feel" of dday.. but if it had a modern engine that would be well worth it!

Is it possible to do a small map team based fps?
by Boons
Wed Sep 17, 2014 8:34 pm
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

unity would have the same issue as we have now.. we have no coder for the game.. just mappers :/
by Boons
Tue Sep 16, 2014 8:30 am
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

its because your setup for quark is likely correct and where you think your files are is not? Would explain why we cant get those models to appear for you.. wherever you have quark pointing to is where you need to have the player models :/.
by Boons
Mon Sep 15, 2014 9:30 am
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

You could also resolve this by merging all dday2/ folders into dday/ then have quark point at the dday/ folder for its resources (i think though I have not tested this)
by Boons
Mon Sep 15, 2014 9:24 am
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

Perhaps your version of EGL is older. Try using the one in the file I have given you and place it in your main dday folder. Let me know if that fixes your issue.
by Boons
Tue Sep 02, 2014 7:58 pm
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

Oh I suppose I changed the compiler. You can use the one rabid has.. its the same thing I believe. Would you like me to email q3map.exe? (i really think there is no dif :) )
by Boons
Fri Aug 29, 2014 11:33 pm
Forum: Development
Topic: Developers' Start Kit for DDay2(dday+) v1.0
Replies: 99
Views: 51822

Re: Developers' Start Kit for DDay2(dday+) v1.0

screenshot your config and post it. as well as output direct :)
by Boons
Fri Aug 22, 2014 2:55 pm
Forum: Off Topic
Topic: :P
Replies: 5
Views: 6881

Re: :P

was that inferno dancing?
by Boons
Sun Aug 10, 2014 12:03 am
Forum: Off Topic
Topic: Witty DDay Banter from 2004
Replies: 194
Views: 75897

Re: Witty DDay Banter from 2004

bro love with sog and buck :lol:
by Boons
Wed Jul 30, 2014 4:26 pm
Forum: Mapping
Topic: The Road - Release
Replies: 7
Views: 9447

Re: The Road - Release

More SS
by Boons
Wed Jul 30, 2014 4:18 pm
Forum: Mapping
Topic: The Road - Release
Replies: 7
Views: 9447

The Road - Release

I have made the map to a state I think it is ready for release. I did not get the testing in that I wanted ... but here it is :) Updated from last version: - Known bugs causing EGL to crash (not sure if all are gone) - Texture fixes - Added Objective win for Allies https://www.dropbox.com/s/k724yway...
by Boons
Mon Jul 28, 2014 9:21 am
Forum: General Discussion
Topic: Quake 1,2,3, RTCW and Doom3 on Android so can D-Day
Replies: 4
Views: 5417

Re: Quake 1,2,3, RTCW and Doom3 on Android so can D-Day

I did like heroes and generals when I played it... Just not as much as dday :D (even with its much better graphics)
by Boons
Sun Jul 27, 2014 9:57 pm
Forum: General Discussion
Topic: Quake 1,2,3, RTCW and Doom3 on Android so can D-Day
Replies: 4
Views: 5417

Re: Quake 1,2,3, RTCW and Doom3 on Android so can D-Day

We should try and promote this to try and bolster the community.

Fafner - Are the forums still shut down to new users?
by Boons
Wed Jul 23, 2014 4:37 pm
Forum: General Discussion
Topic: Testing the road
Replies: 0
Views: 10714

Testing the road

http://www.twitch.tv/tenpoundwiener/c/4728836

check it out :) More info in mapping section.
by Boons
Wed Jul 23, 2014 3:47 pm
Forum: Mapping
Topic: The Road - Needs testing
Replies: 7
Views: 8715

Re: The Road - Needs testing

Ok cool :)
by Boons
Wed Jul 23, 2014 3:21 pm
Forum: Mapping
Topic: The Road - Needs testing
Replies: 7
Views: 8715

Re: The Road - Needs testing

I will see what I can do :) How did it run on your cpu?
by Boons
Sun Jul 20, 2014 10:08 am
Forum: Mapping
Topic: The Road - Needs testing
Replies: 7
Views: 8715

Re: The Road - Needs testing

Added link as requested.
by Boons
Sun Jul 20, 2014 1:33 am
Forum: Mapping
Topic: The Road - Needs testing
Replies: 7
Views: 8715

The Road - Needs testing

I have put up a EGL server to test out the road with bots. Currently I have placed 4 axis bots to play against. Download link: https://www.dropbox.com/s/9cod8v1f1gfx2xp/roada.pkz No need to extract... just drop that file in your baseq2 folder and you are done :) File size is large as the map contain...