<!-- m --><a class="postlink" href="http://www.gamers.org/pub/idgames2/quakec/monsters/">http://www.gamers.org/pub/idgames2/quakec/monsters/</a><!-- m --><br><br>A wealth of afternoon's entertainment toying around with strange exotic creatures cooked up from KooKie minds which had access to qc.<br><br>I mention this because of vavoom c.<br><br>I wouldn't be surprised if in the future vavoom had its own little vc folder filled with monster addons weapons addons etc. Its a heck of a lot more flexible then deh pathces.<br><br>Well i don't have time atm to do anything goofy with vc but I plan on it when i do have time. I wonder what'll be out there but realize that a fun project can be to do well just one monster or one item or something singular. That way someone else who wants to do say a map with some new monsters can take your creation and spice up their maps. I remember in qc being able to take something like 10 seperate patches copying their additions to the source into one folder and compiling it all into one massive progs.dat file. I think it shouldn't be to hard to get a similar affect in vc.....<br><br>its just something darn cool though.
Sun, 03 Feb 2002 04:09:08
Well there is one mod already, for some old VaVoom version. It was a railgun I once made and uploaded to /newstuff... but it has been significantly improved after that, transparent particles and such... should I update it?
Sun, 03 Feb 2002 04:27:33
Yes, do so.
Sun, 03 Feb 2002 08:58:47
Where do they hide that kinda stuff?<br><br>I would like to see a "vavoomc" folder added to the directory structure or some "mods" folder or something sometimes its hard to find something in there....
Mon, 04 Feb 2002 16:54:34
It's located in directory combos, look for railgun.zip