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#26 Re: Deathmatch Classic » DMQ : Source » 2011-01-31 12:00:30

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!

#27 Re: Deathmatch Classic » Hookmod quad servers » 2011-01-31 11:47:13

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 big_smile

#29 Re: Deathmatch Classic » Hookmod quad servers » 2011-01-28 22:22:16

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.

#30 Re: Deathmatch Classic » DMQ : Source » 2011-01-28 20:42:37

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

#31 Re: Deathmatch Classic » DMQ : Source » 2011-01-27 11:38:13

Cool - chat to me on steam first.

#32 Re: Deathmatch Classic » DMQ : Source » 2011-01-26 22:22:45

OK, we have a site - it is yet to be made sexy, but it works.

http://www.dmqsource.com/

#33 Re: Deathmatch Classic » DMQ : Source » 2011-01-25 13:42:04

Nah - I am working on something at the moment - but thanks anyway!

#34 Re: Deathmatch Classic » DMQ : Source » 2011-01-25 10:30:57

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 :-)

#35 Re: Deathmatch Classic » DMQ3? » 2011-01-25 10:16:09

You havn't seen pun's fked up config then ;-)

Yes it will work.

#36 Deathmatch Classic » DMQ : Source » 2011-01-24 17:14:33

mfrx
Replies: 52

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.

#37 Re: Deathmatch Classic » DMQ : Source Project ? » 2011-01-24 11:14:25

Stealing is bad.  There is no point stealing from a beggar when you already have money ;-)

You should grab me on steam ;-)

#38 Re: Deathmatch Classic » DMC : Source BETA is open » 2011-01-24 02:13:41

/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 ;-)

#39 Re: Deathmatch Classic » DMQ3 Beta Downloads » 2011-01-24 02:07:55

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?

#40 Re: Deathmatch Classic » DMC : Source BETA is open » 2011-01-23 14:29:51

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.

#43 Re: Deathmatch Classic » DMC Tourney ? » 2011-01-21 11:10:09

Because there are not enough players?  sad

#44 Re: Deathmatch Classic » DMC : Source BETA is open » 2011-01-21 11:05:24

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

#45 Re: Deathmatch Classic » DMQ3 Beta Downloads » 2011-01-20 21:46:49

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.

#47 Deathmatch Classic » Map Cycles » 2011-01-20 18:37:09

mfrx
Replies: 2

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 ;-)

#48 Re: Deathmatch Classic » DMQ3 Beta Downloads » 2011-01-20 10:49:29

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.

#49 Re: Deathmatch Classic » DMQ3 Beta Downloads » 2011-01-20 00:19:59

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

#50 Re: Deathmatch Classic » DMQ3? » 2011-01-18 19:44:32

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.

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