"Modscape.Telefragged.com: D-Day mod's flamethrower weapon is graphically enhanced from the Quake2Max engine, by psychospaz, 2001."
Archiving the history of the video game Quake 2: created by id Software; customized by the Quake 2 community.
"Modscape.Telefragged.com: D-Day mod's flamethrower weapon is graphically enhanced from the Quake2Max engine, by psychospaz, 2001."
"Thursday, July 19, 2001, posted by psychospaz. The new build of PsychoMod gives an option of being serverside or not. If its not, OpenGL is required along with the pak. New effects are tga bulletmarks and footprints. Be sure that you dont use 8-bit textures, as 32-bit tgas are being used. I've been working on SWTC for the last while and progress is good. Check out Star Wars Quake 2: The Call of the Force."
"August 19, 2002 — Quake2Max Site, by psychospaz. Well, I redid website stuff, and now I should probably go and set up Some sort of news script for this front page. I converted all pics on this subsite to png (execpt for jpg screenshots of course), and I'll be releasing a new version of Quake2maX in the very near future."
"Thursday, February 20, 2004 — Should I? More useless site tweaks, bullets and additions/changes all around. Though this isn't why I'm posting, I'm wondering If I should start a 'POTM' (or Picture of the Moment) on the site (usually for EGL/LiteGL, or other funny stuff, anything really), where you can submit (via email) me a pic you want up, with a description. Post on the forums if you give a damn."
"If you camp at the very tippy-top of bigspacegunup for a while, the sky cube will start cutting through the back of the map. Moving forward will bring the cut off polygons back into view. There are also some dark triangles present inside the raised version of gun. I tried everything to get rid of them, but the darkness transferred even to plain cubes placed over them. No one deathmatching will probably care about it."