Search found 29 matches

by Nickster
Tue 18 Oct 2011 8:31 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20565

by Nickster
Tue 18 Oct 2011 11:28 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20565

I just keep going back and forth between modding edge or not from time to time, but I'll be sure to give a shoutout if I find anything abnormal. What comes to mind in theory with splitscreen is that rts scripting seems to function around a single player (such as GIVE_*) and would probably break or g...
by Nickster
Mon 17 Oct 2011 10:40 am
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20565

Anyone not willing to test out the last build? Need feedback before I start rolling out the final. Been testing it out somewhat, split screen seems functional but the default mapped keys makes it hard to play. Also, this forum seems sorta misfunctioning now and then. Having troubles loging in and r...
by Nickster
Mon 22 Aug 2011 9:42 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20565

How will RTS scripting be effected by the split-screen changes?
Will the other player completely break them?
by Nickster
Tue 03 May 2011 5:28 pm
Forum: General Discussion
Topic: 3DGE Source Fork - 1.36C released!
Replies: 35
Views: 20565

I've been lurking for quite a long while and have to say this interests me greatly.
Keep up the good work.
by Nickster
Mon 28 Jun 2010 6:56 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14573

So far I at least like the plan your heading towards and it will be interesting to see how you pull it off.

Also why the id tech2 engine? Since I'm not a coder I wouldn't know the up's and downs.

tech 3 is also available and ioquake3 could be a good base to build from.
by Nickster
Fri 11 Jun 2010 9:23 am
Forum: General Discussion
Topic: While we're on the subject...
Replies: 4
Views: 2456

by Nickster
Sun 06 Jun 2010 10:55 am
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14573

by Nickster
Sun 06 Jun 2010 12:23 am
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14573

Well I'll butt in but I got the impression this engine is geared mainly towards being an game project rather than a customisable engine like Edge. also, when I meant randomnised I meant more the fact randomnised spawners. Random chanse of dropping item level x stuff from corpse / randomnised spawnpo...
by Nickster
Fri 04 Jun 2010 11:34 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14573

I know it must be annoying, since it's YOUR project but here's my 2 cents I can pitch in. If you plan on using something along the lines of DDF: A roguelike with the ability to easily be customized. Thinking like, there's a base content there but you can expand on top of it. All from adding some new...
by Nickster
Thu 29 Apr 2010 10:09 am
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14573

It's own map format? Wouldn't that mean the hassle of having to design an editor that actually matches it? Or have you beefed up the normal map limitations? Any plans on changing the model format as well? And one last question, any plans on perhaps unveiling this project more publicly when you get s...
by Nickster
Wed 16 Sep 2009 10:40 am
Forum: Projects for EDGE
Topic: Screens from my main project
Replies: 8
Views: 3950

The pistol is misaligned to the hand and the crisp black borders doesnt really help with the fact the hands are of an different style.

That's about it I noticed.
by Nickster
Tue 15 Sep 2009 11:54 am
Forum: Projects for EDGE
Topic: Old West Project
Replies: 9
Views: 4477

Loving the oil-painting'ish textures while still retaining its sharpness. Only problem I can see with this type of architecture in the doom engine is that you are going to be spending quite alot of time in the editor making those buildings if you plan on using 3d floors. Definatly keeping an eye on ...
by Nickster
Tue 15 Sep 2009 11:20 am
Forum: General Discussion
Topic: Test#2 Available
Replies: 15
Views: 4135

I was just thinking what Nick once did, have a whole lot of images for TITLE_GRAPHIC with a very short TITLE_TIME (games.ddf) Derek actually did it for the gun barrel intro in GeDoom with said method. Also, I agree that the EDGE intro should stay. It should be there to promote the engine after all.
by Nickster
Sun 30 Aug 2009 2:15 pm
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 63681

I'd ninjaedit but posting away anyway.

The Tommy gun is a model right? Out of curiousity, how big texture map are you using?
by Nickster
Sat 29 Aug 2009 11:59 pm
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 63681

Fella seems to remind me of someone...




You should totaly place a crowbar somewhere near him.
by Nickster
Mon 17 Aug 2009 9:48 am
Forum: Feature Suggestions
Topic: Voxels
Replies: 30
Views: 7494

by Nickster
Fri 07 Aug 2009 2:04 pm
Forum: Feature Suggestions
Topic: MD3 support
Replies: 5
Views: 1964

by Nickster
Mon 20 Jul 2009 10:55 am
Forum: Feature Suggestions
Topic: Module system
Replies: 5
Views: 1779

Yeah like earlier said, definatly could use a "Name" and "Comment" section. I like the BASE, TC, ADDON idea. Also, perhaps having "addon" modules related to "TC" modules could be linked to each other in some manner. Like the addon module file linking that it u...
by Nickster
Tue 14 Jul 2009 5:54 pm
Forum: Feature Suggestions
Topic: Voxels
Replies: 30
Views: 7494

by Nickster
Sun 12 Jul 2009 12:32 pm
Forum: General Discussion
Topic: ANNOUNCE: Test version 1.32a available
Replies: 9
Views: 3422

Oh I've been testing it out, trying out then ew crosshairs and fiddling around with the console commands. Did you drop support for loading DDF's outside of wads? Can't seem to get that working any more. I think it's quiet around here since theres little people to begin with and theres little to comm...
by Nickster
Wed 08 Jul 2009 3:16 pm
Forum: General Discussion
Topic: ANNOUNCE: Test version 1.32a available
Replies: 9
Views: 3422

fancy new intro, hah :D

I'll give it more a look into it once I get time.
by Nickster
Sun 14 Jun 2009 4:07 pm
Forum: General Discussion
Topic: Scripting in EDGE
Replies: 12
Views: 3895

Well, im not really using the EDGE engine for anything (but pop by from time to time)... But I'd say you should do what you want, since it's technically your own engine anyway. If the main concern is wheter or not peeople feel like relearning a new scripting language over lua, I don't think theres m...
by Nickster
Mon 23 Jun 2008 9:26 pm
Forum: General Discussion
Topic: EDGE Community TC
Replies: 38
Views: 9217

Visplane Overflow proves a good point. EDGE is a doom source port, powerfull and versitile yes, but still based on the doom engine... Not that it restricts it to making doom mods no, but getting too ambitious and portraying it as the messiah of homebrew gamemaking is kinda silly. My 2 cents I guess.
by Nickster
Sat 07 Jun 2008 1:24 am
Forum: General Discussion
Topic: EDGE Community TC
Replies: 38
Views: 9217

Then we advertise EDGE as "game engine". Then lots of advertising on lots of other forums. Wasn't EDGE originally intended to basically be an engine that allows people to develop thier very own "doom like" games? In fact it's probably possible to make a standalone game now with ...
by Nickster
Sun 01 Jun 2008 5:19 pm
Forum: Other Gunk
Topic: Doom Browser
Replies: 5
Views: 2021

by Nickster
Fri 30 May 2008 5:57 pm
Forum: General Discussion
Topic: EDGE 1.31 Test#2
Replies: 50
Views: 8734

by Nickster
Fri 30 May 2008 1:17 pm
Forum: General Discussion
Topic: EDGE 1.31 Test#2
Replies: 50
Views: 8734

by Nickster
Fri 23 May 2008 12:18 pm
Forum: Projects for EDGE
Topic: I'm in over my hud..
Replies: 24
Views: 6657


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