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Rune Quake; The Next Episode
http://forums.runequake.com/viewtopic.php?f=2&t=164
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Author:  IEEE 802.11 [ Tue Sep 30, 2003 10:47 am ]
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They add a bit of extra spice to the levels, they can be toggled on and off easy.

Yeah, you're right Baker.

Author:  Baker [ Tue Sep 30, 2003 11:18 am ]
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Mutually assured post editing occurred here.... Baker :P :P :P :P

Author:  Diazoild [ Tue Sep 30, 2003 12:56 pm ]
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Quote:
toggled on and off easy.


I like the idea of having it as an option. I misunderstood the way you used the word standard.

Author:  Dreadful [ Wed Oct 01, 2003 5:22 pm ]
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Cool. (that picture made me laugh)
Why doesnt someone who codes get the version of EternalDread from Armaphage and work on it? (While I cant at least?) It is a little older but not much of it changed.

P.S. I havnt been able to do coding so. While Ive been down here I started making a lot of awsome hip-hop beats for my freind who raps we're starting a record label. Im gonna let yall listen to some songs when they are together.

Author:  Dreadful [ Wed Oct 08, 2003 10:31 pm ]
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SlotZero,
I got the file and I sent it to you today. It is in .rar format but it shouldnt be hard to open. Have fun. I wanna see what you do :D Send me pictures. You will probably want to modify most of it though.

Author:  Slot Zero [ Wed Oct 08, 2003 10:33 pm ]
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Thanks Dread,

Author:  Dreadful [ Sun Oct 19, 2003 9:57 pm ]
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So, How is the project coming around slot?

Author:  Slot Zero [ Mon Oct 20, 2003 10:24 pm ]
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Pretty good Dread. I've documented the more interesting changes on this forum. I haven't had a chance to look at Eternal's source though.

Author:  IEEE 802.11 [ Mon Oct 20, 2003 10:30 pm ]
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I heard you added the exit teleporters without the lightning or is it just beta right now?

Author:  Baker [ Mon Oct 20, 2003 10:39 pm ]
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IEEE, repeat after me, "Slot please add the lightning!! Slot please add the lightning!!"

Author:  Slot Zero [ Mon Oct 20, 2003 10:46 pm ]
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Mr Wi-Fi wrote:
I heard you added the exit teleporters without the lightning or is it just beta right now?


Yes, I coded it last weekend. The lightning teleport looks a lot like something dangerous, so it will be for servers where teleport touch is death.

Author:  Baker [ Mon Oct 20, 2003 10:51 pm ]
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Slot Zero wrote:
The lightning teleport looks a lot like something dangerous, so it will be for servers where teleport touch is death.


I've seen newbies afraid of their own Shambler and run from it!

Always lightning!

Author:  IEEE 802.11 [ Tue Oct 21, 2003 10:28 am ]
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Well the lightning wasn't added to make it look deadly, but mainly to spark the "What is that?" factor, which helps mark it as a teleporter. A similar idea is used in HaVoC for Tribes where since they didn't have a good teleporter model they just used lightning.

Author:  Dreadful [ Mon Nov 17, 2003 11:35 pm ]
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Whats going on with this thing slot? Hows it coming? I seen some of the rune ideas.

Author:  Pita [ Tue Nov 18, 2003 12:07 am ]
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I've seen the teleport with lightning and w/o.. I prefer w/o though.. With it.. It does look like its going to smack the hell out of you if you fall in it.

Author:  Zop [ Sun Nov 23, 2003 9:08 am ]
Post subject:  I'm down

It would be a good idea to get together to make your Rune Quake as good as possible. I've been in the process this month to make a Zopmod2- from scratch (feels good to be programming again), but doing so would actually be reinventing the wheel. In that- most of the features I want have already been programmed here or there.

My main new feature is the ability to hold two runes, and switch between them as neccessary, so that only one is active at a time. I have a couple runes that require both rune-spaces to be open to hold (example: Double Frag Rune- double points). Like in the first Zopmod, the weapons' programming is changed so that the haste rune lets you fire nails and lightning faster. Maybe too powerful for ol' Lightning...

Anyway, it's pretty easy to code, but it changes a lot of the gameplay. Since I'm adding runes to this feature rather than visa-versa, it's easy to think about, though. Perhaps that's just getting ahead of myself... WHAT SAY U?

Author:  Painkiller [ Sun Nov 23, 2003 9:24 am ]
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Hi Zop! I've used a number of excellent features from Zopmod in the DeadZone version of RuneQuake. Great to see you back into coding Quake 1 again and I'm looking forward to seeing your new mod!

If you'd like to see some of the runes I've created/modified over the years and possibly incorporate in ZopMod-2, feel free to email me at painkiller@runequake.com

Author:  Slot Zero [ Sun Nov 23, 2003 1:39 pm ]
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Dreadful wrote:
Whats going on with this thing slot? Hows it coming? I seen some of the rune ideas.


It couldn't be better! I've got a ton of ideas I would like to implement, it's going to be awesome!!

Zop wrote:
I've been in the process this month to make a Zopmod2- from scratch (feels good to be programming again), but doing so would actually be reinventing the wheel. In that- most of the features I want have already been programmed here or there.


Very nice Zop. Long live quadation! :D

Author:  SDagon [ Wed Dec 22, 2004 6:42 pm ]
Post subject:  still takeing suggestions?

i just thought i would offer some suggstions

Rune of were-Fiend
gives player a moon icon over his head witch will go from full to no moon over time(and back) also gives the player the power to shoot a small, invisable to all but him, attack. when it hits the player is cursed and when the moon icon is full they are put in 3rd person view behind a Fiend witch will maul every one it sees(you get the frags) even former teamates if the were is fraged the curse is lifed. the player with the rune can see a moon icon above infected players

i've never seen any mods that changed players into monsters(NPC monsters) so im thinkin its hard if not imposible to do sooo...maybe you could "kill" the player(no fragges given) and spawn a Fiend on his corpse and stickes his view to it. and useing the pet code so they don't attack the rune user and follow him around would be cool.

any way this is just a test to see if your still doing and still takeing suggestions it if so then i'll post more suggestions

Author:  Diazoild [ Sun Jul 03, 2005 2:29 pm ]
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There have been a number of changes since the last Official Release back in April of 2004. Are there plans to release the new code?

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