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Hey DeaCon, we do need models - if you are interested, get an account here: http://dmqsource.com/forums.aspx and let us know!
Trix is mostly right - It is possible to create models using loads of programs (Valve use Maya for source) but yes, you can get Software XSI for free - http://developer.valvesoftware.com/wiki … y:Modeling
Good to see you both btw!
I'm quite glad that AZ played, he was a massive incentive to get good and R.A.P.E. him on his own server ![]()
Alcohol is bad. Pussy FTW! http://www.pussydrinks.com/home.html
Who knows - I did try contacting the weird server's admins a while ago to get them to upgrade to DMQ - no response or couldn't find them.
Sorry this is late - I should have posted earlier - if you do want to help out, please check this out: http://dmqsource.com/Forums/Thread.aspx … &thread=14
Cool - chat to me on steam first.
OK, we have a site - it is yet to be made sexy, but it works.
Nah - I am working on something at the moment - but thanks anyway!
Dirk: We have a plan for you - will chat on steam.
Nextgen: Did you do the graphics for deathmatch-classic.com?
Everyone: Join #dmqs on quakenet if you want :-)
You havn't seen pun's fked up config then ;-)
Yes it will work.
OK, enough with the top secret this and waffle that.
http://www.moddb.com/mods/deathmatch-quaked-source
I am working on it at the moment. What I do need is help.
I need...
Web Designer - not code, just html / css / graphics
Graphics Artist - for webby and game stuff like splash screens
Modeller(s) / Animator(s) - preferably with source experience but immediatly able to do stuff like armours and power ups.
Mapper(s) - OG_Carbon wants to do this but I don't think he has convinced himself yet
This will be a high quality mod that will be free - as in beer. I prolly won't open source the code and would not require any other members of the team to do so with resources that they create.
I know most of you which is why I'm posting it here first.
Progress so far - all items and weapons exist but models are all wrong. Some functionality is missing from items. Weapons need tweaking.
I will be getting a webby up for bug tracking and project management shortly.
I have some ideas for extending the gameplay, by adding an alternative mode but initially, it will be a DMQ/QW clone.
Stealing is bad. There is no point stealing from a beggar when you already have money ;-)
You should grab me on steam ;-)
/me chuckles :-)
I like to be positive in my old age so I am not going to say anything about the contents of their svn repository ;-)
TBH, I am even more annoyed with them now - not only were they told about DMQ, but they ignored it!
The alpha I did years ago was also missing items and proper weapons ;-) I am a faster and better coder now thou ;-)
dirk: Do you use friends? You are not on my list ;-)
Umm there is a different layout - shouldn't cause you any problems. I havn't touched any physics code so bunny should work just fine. Does it happen to other people on your server?
Wow, hey para! Good job on that. Going to have a look at how their code compares to my top secret project.
Nextgen, that would be doubtful - I think they are just doing HL2DM with some different guns TBH. I did post a bug report - they do not seem to value my opinion. Now without wanting to make my head get even bigger, you would have thought that if they have played the game for a few years, or just looked at the DMQ site, they would know my name. The bulk of code is actually in DMQ - the code for DMC is quite a small percentage.
Anyway, enough jibbering.
Hey pun!
Grab me on steam
Because there are not enough players? ![]()
I shouldn't be shocked but yes, they are idiots.
http://www.dmcsource.hlmods.com/showthr … 37&pid=332
Bunny works fine for him - ahahahahahaha
OK, another one for you all:
http://dmq.geeky.cc/Downloads/DMQ3-Required-Beta6.zip
If you already have 5, you can just copy the dmc.dll and rename "models/item_shard.mdl" to "models/armour_shard.mdl".
Changes are:
Armour shards now rotate (to fit in with everything else).
Glow has been removed from runes. Acording to carbs this should make servers run better - and CPU certainly jumps with glow runes + players. They are a bit harder to see but it is prolly worth it.
"mode random" now chooses a random map from the current mode's map cycle rather than a hard-coded list that tries to suit all modes.
Thats going to be it from me for a while - I intend to wack the code on a public subversion server and I will keep slogging away at getting adminmod working on linux. I will give it a month - if there are no major issues, I will update the website.
just min and max afaik
Stumbled across a bit of code that may be handy - you should be able to do something like the following in your map cycles:
dmc_dmz1 "\minplayers\0\maxplayers\32\"
dmc_dm4 "\minplayers\0\maxplayers\8\"
dmc_tourney1 "\minplayers\6\maxplayers\32\"
Guess what - your map cycle should change based on the amount of players on the server. Should be handy for FFA - if it works ;-)
No, same one - but it was missing from the required files so when eejot upgraded it didn't work! You and Carbon already have it.
Always something for me to forget, you need this .dll next to hlds - that is in the directory above dmc:
http://dmq.geeky.cc/Downloads/msvcr100.zip
If people want em, I might add someone elses stripper files to the ffa and ctf servers. I would never change anything on the duel server though becuase it's taken me far too long to learn the maps - not going to waste that ;-)
There is not a great deal of difference between 2 & 3 in standard modes - really just bug fixes.