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3 March 2025

  • 02:1902:19, 3 March 2025 Entities Path (hist | edit) [2,323 bytes] FREDZ (talk | contribs) (Created page with "== path_corner == '''Map Entity Color:''' (.5 .3 0) (<span style="color:#804C00;">COLOR PREVIEW</span>) '''Dimensions:''' (-8 -8 -8) (8 8 8) It defines a destination point for moving brush entities. Use path_corner_cast for AI's paths. '''Spawnflags''' {| class="wikitable" |- ! Flag !! Name !! Description |- | 1 || TELEPORT || Entities targeting this point will instantly appear here. |} '''Keys''' {| class="wikitable" |- ! Key !!...")
  • 02:1302:13, 3 March 2025 Entities Pawn (hist | edit) [407 bytes] FREDZ (talk | contribs) (Created page with "== pawn_o_matic == '''Map Entity Color:''' (1 .5 0) (<span style="color:#FF8000;">COLOR PREVIEW</span>) '''Dimensions:''' (-16 -64 -32) (16 64 32) Two-sided panels used to select stuff in any pawn-o-matic. '''Keys''' {| class="wikitable" |- ! Key !! Description |- | count || Used to check what pawn-o-matic we're in. 1 or 2, 2 got more items to buy. But only works on episode skidrow (default=1) |}")
  • 02:0302:03, 3 March 2025 Entities SFX (hist | edit) [184 bytes] FREDZ (talk | contribs) (Created page with "== sfx_beacon == '''Map Entity Color:''' (0 0 1) (<span style="color:#0000FF;">COLOR PREVIEW</span>) '''Dimensions:''' (-16 -16 -16) (16 16 16) Code leftovers, some rotating beam.")
  • 01:5201:52, 3 March 2025 Entities Misc (hist | edit) [4,105 bytes] FREDZ (talk | contribs) (Created page with "== misc_alarm == '''Map Entity Color:''' (1 .5 0) (<span style="color:#FF8000;">COLOR PREVIEW</span>) '''Dimensions:''' (-8 -8 -8) (8 8 8) Rings when triggered, when turned on, triggers the 'alarm' eventscript. '''Keys''' {| class="wikitable" |- ! Key !! Description |- | targetname || This entity's ID |- | count || Duration of alarm ringing (default=60) |} == misc_cutscene_camera == '''Map Entity Color:''' (0 0 1) (<span style="color:#0000FF;">COLOR PREVIEW</span>...")
  • 01:4701:47, 3 March 2025 Entities Smoke (hist | edit) [1,105 bytes] FREDZ (talk | contribs) (Created page with "= Smoke Entities = == smoke_esm == '''Map Entity Color:''' (1 0 0) (<span style="color:#FF0000;">COLOR PREVIEW</span>) '''Dimensions:''' (-8 -8 -8) (8 8 8) Smoke effect, extra-small. '''Keys''' {| class="wikitable" |- ! Key !! Description |- | alphalevel || Opacity level, 1 to 10 |} == smoke_lg == '''Map Entity Color:''' (1 0 0) (<span style="color:#FF0000;">COLOR PREVIEW</span>) '''Dimensions:''' (-32 -32 -32) (32 32 32) Smoke effect, large. '''Keys''' {|...")
  • 01:4301:43, 3 March 2025 Entities Elements (hist | edit) [1,022 bytes] FREDZ (talk | contribs) (Created page with "== elements_raincloud == '''Map Entity Color:''' (0 .5 .8) (<span style="color:#0080CC;">COLOR PREVIEW</span>) '''Dimensions:''' Size of map components used Rain falls from this invisible cloud at random points; the center of the cloud to ground trace determines the drop fall distance. Cloud can only be rectangular. '''Keys''' {| class="wikitable" |- ! Key !! Description |- | fxdensity || Total number of drops in the sky, 1 to 1000 (default=400) |- | firetype || Ty...")
  • 01:4201:42, 3 March 2025 Entities DM (hist | edit) [1,058 bytes] FREDZ (talk | contribs) (Created page with "== dm_cashspawn == '''Map Entity Color:''' (0.5 0 1) (<span style="color:#8000FF;">COLOR PREVIEW</span>) '''Dimensions:''' (-16 -16 -16) (16 16 16) Spawn location for cash in "Grab da Loot" games. '''Keys''' {| class="wikitable" |- ! Key !! Description |- | angle || Direction to project cash upon spawning |- | speed || Projection's speed |- | type || "cashroll" or "cashbag" ("cashbag" takes longer to spawn) |} == dm_safebag == '''Map Entity Color:''' (0.5 0 1) (<s...")
  • 01:4001:40, 3 March 2025 Entities Info (hist | edit) [2,227 bytes] FREDZ (talk | contribs) (Created page with "= Info Entities = == info_notnull == '''Map Entity Color:''' (0 0.5 0) (<span style="color:#008000;">COLOR PREVIEW</span>) '''Dimensions:''' (-4 -4 -4) (4 4 4) Usually a reference point for spotlights. '''Keys''' {| class="wikitable" |- ! Key !! Description |- | targetname || This point's ID |} == info_null == '''Map Entity Color:''' (0 0.5 0) (<span style="color:#008000;">COLOR PREVIEW</span>) '''Dimensions:''' (-4 -4 -4) (4 4 4) Usually a reference point f...")
  • 01:3701:37, 3 March 2025 Entities Weapon (hist | edit) [5,093 bytes] FREDZ (talk | contribs) (Created page with "== weapon_bazooka == '''Map Entity Color:''' (.3 .3 1) (<span style="color:#4C4CFF;">COLOR PREVIEW</span>) '''Dimensions:''' (-16 -16 -16) (16 16 16) Rocket launcher (clip size: 3) -- Requires ammo_rockets. '''Spawnflags''' {| class="wikitable" |- ! Flag !! Name !! Description |- | 1 || TRIGGER_SPAWN || Must be triggered to appear. |- | 2 || NO_TOUCH || |- | 256 || NOT_EASY || Do not spawn if skill = 0. |- | 512 || NOT_MEDIUM || Do n...")
  • 01:2701:27, 3 March 2025 Entities Pistol (hist | edit) [1,598 bytes] FREDZ (talk | contribs) (Created page with "== pistol_mod_damage == '''Map Entity Color:''' (.7 .3 .4) (<span style="color:#B24C66;">COLOR PREVIEW</span>) '''Dimensions:''' (-16 -16 -16) (16 16 16) Magnum mod for the pistol (weapon_pistol, weapon_spistol), increases damage. '''Spawnflags''' {| class="wikitable" |- ! Flag !! Name !! Description |- | 1 || TRIGGER_SPAWN || Must be triggered to appear. |- | 2 || NO_TOUCH || |- | 128 || TRIGGER...")
  • 01:2101:21, 3 March 2025 Entities HMG (hist | edit) [549 bytes] FREDZ (talk | contribs) (Created page with "== hmg_mod_cooling == '''Map Entity Color:''' (.7 .3 .4) (<span style="color:#B24C66;">COLOR PREVIEW</span>) '''Dimensions:''' (-16 -16 -16) (16 16 16) Cooling sleeves for the heavy submachine gun (weapon_heavymachinegun), increase rate of fire, lasts 30 shots before breaking up. '''Spawnflags''' {| class="wikitable" |- ! Flag !! Name !! Description |- | 1 || TRIGGER_SPAWN || Must be triggered to appear. |- | 2 || N...")
  • 01:0301:03, 3 March 2025 Entities Ammo (hist | edit) [3,715 bytes] FREDZ (talk | contribs) (Created page with "== ammo_308 == '''Map Entity Color:''' (.3 .3 1) (<span style="color:#4C4FF;">COLOR PREVIEW</span>) '''Dimensions:''' (-16 -16 -16) (16 16 16) Bullets clip for the heavy submachine gun (weapon_heavymachinegun), 30 bullets per clip (max: 90). === Spawnflags === {| class="wikitable" |- ! Flag !! Name !! Description |- | 1 || TRIGGER_SPAWN || Must be triggered to appear. |- | 2 || NO_TOUCH || |- | 256 || NOT_EASY || Do not s...")

22 February 2025

21 February 2025

  • 23:5023:50, 21 February 2025 IRC chat Xatrix (hist | edit) [86,829 bytes] FREDZ (talk | contribs) (Created page with "<p><span style="font-family: tahoma, verdana, arial; font-size: small;"><strong>Interplay/Xatrix Chat Log:</strong> Thursday - March 18, 1999<br /><br />This log is copied from planetkingpin.com.<br />The server that was used for the chat: <span style="font-family: Helvetica, Arial; font-size: small;">http://chat.annex.com/interplay/</span><br /><span style="font-family: Helvetica, Arial; font-size: small;">Winners from the chat were Enrage and Budack. They won an JERMAI...")
  • 02:1202:12, 21 February 2025 David Ward (hist | edit) [1,846 bytes] FREDZ (talk | contribs) (Created page with "thumb|150px|David Ward ==Biography== Has created 2 bagman maps for Kingpin team_rival and team_towers.<br> Ryan Feltrin note that in his Kingpin 1.20 patch:<br> Also worthy of note, is the v1.20 contains a bonus two maps made specifically for Bagman. I know the Bagman fans have been wanting more maps, now they have them. You can thank KungFu (Dave Ward) for his efforts putting together the new maps.<ref>https://www.bluesnews.com/s/5060/linux-...")
  • 01:5901:59, 21 February 2025 Gerry Tyra (hist | edit) [286 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== * ''Quake II'' (2023, Windows) - 3D Character Animation Tool Programming * ''Kingpin: Life of Crime'' (1999, Windows) - 3D Character Animation Tools Programming * ''Quake II Mission Pack: The Reckoning'' (1998, Windows) - 3D Character Animation Tool Programming")
  • 01:5701:57, 21 February 2025 Shawn Wolfe (hist | edit) [286 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== * ''Kingpin: Life of Crime'' (1999, Windows) - Motion Capture Actress * ''Redneck Rampage Rides Again'' (1998, DOS) - Motion Capture Actress * ''Redneck Rampage'' (1997, DOS) - Motion Capture Vixen ==External links== [https://www.imdb.com/name/nm2294327/ IMDB]")
  • 01:5401:54, 21 February 2025 Brian Simpson (hist | edit) [1,170 bytes] FREDZ (talk | contribs) (Created page with "thumb|150px|Brian Simpson ==Biography== I was born and raised in Pittsburgh, Pennsylvania until the age of 15. Then moved to California to finish high school and then college. After college I was given an opportunity to work for Stan Winston SFX which opened the door for me in the Film and TV world. I soon found myself on set and was given a chance to do some stunts. I literally jumped right in and haven't looked back. My career has evolved fr...")
  • 01:4901:49, 21 February 2025 Brandon Fish (hist | edit) [508 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== * ''All-Star Baseball 2005'' (2004, Xbox) - Additional Help * ''Vexx'' (2003, PlayStation 2) - Thanks to * ''NBA Jam'' (2003, Xbox) - Producer * ''Disney's Stitch: Experiment 626'' (2002, PlayStation 2) - Additional Game Design * ''Hunter: The Reckoning'' (2002, Xbox) - Internal Testing * ''NBA Inside Drive 2002'' (2002, Xbox) - Producers * ''All-Star Baseball 2001'' (2000, Nintendo 64) - Assistant Producer * ''Kingpin: Life of Crime'' (1999, Win...")
  • 01:1401:14, 21 February 2025 Tasia Valenza (hist | edit) [8,648 bytes] FREDZ (talk | contribs) (Created page with "thumb|150px|Tasia Valenza ==Complete gameography== * ''Age of Mythology: Retold'' (2024, Windows Apps) - Voice Talent (Reginleif) * ''The Elder Scrolls Online: Necrom'' (2023, Windows) - Additional Voices * ''DC Justice League: Cosmic Chaos'' (2023, Windows) - Poison Ivy * ''DC Justice League: Cosmic Chaos'' (2023, Windows) - Lois Lane * ''DC Justice League: Cosmic Chaos'' (2023, Windows) - Momo * ''Saints Row'' (2022, Windows) - Idols Charact...")
  • 00:5000:50, 21 February 2025 Wally pallete (hist | edit) [2,289 bytes] FREDZ (talk | contribs) (Created page with "<div class="subtitle"><strong>How to convert a RGB texture to the Kingpin palette in Wally</strong></div> <div class="subtitle"> </div> <p>Kingpin uses some times textures that have a fixed palette of 256 colors. This is known as <em>Indexed Mode</em> in most image manipulation programs. To properly convert a texture you have as a jpg file to Kingpin pcx, tga format you will have to convert the file to Indexed Mode using the Kingpin palette. Let's now have a look at...")

20 February 2025

  • 21:5521:55, 20 February 2025 Sky (hist | edit) [1,915 bytes] FREDZ (talk | contribs) (Created page with "<p>Introduction:<br /><br />Sky is very important, it helps create an atmosphere in our maps and is very easy to change to your liking even while in game.<br /><br />Step 1:<br /><br />Find a sky you like by typing 'sky xx' in console, xx being one of the skies below while in game test running your map.</p> <hr /> center|Sky Crystal Palace <p style="text-align: center;"><span style="color: #e7c258;"><strong>CP</strong></span> - C...")
  • 16:3516:35, 20 February 2025 GIMP pallete (hist | edit) [2,920 bytes] FREDZ (talk | contribs) (Created page with "<div class="subtitle"><strong>This just 1of options to fix colors in Kingpin textures. Result can be diffrent depending on texture.</strong></div> <div class="subtitle"><strong>It's convert from <a href="http://maps.rcmd.org/tutorials/q2_palette_textures/" target="_blank">Quake2.</a></strong></div> <div class="subtitle"><strong>FREDZ</strong></div> <div class="subtitle"> </div> <div class="subtitle"><strong>How to convert a RGB texture to the Kingpin palette in GIMP...")
  • 16:2616:26, 20 February 2025 Textures (hist | edit) [177 bytes] FREDZ (talk | contribs) (Created page with "<center> {| class="wikitable sortable" |- | Creating and converting pallete in Gimp |- | Creating and converting pallete in Wally |} </center>")
  • 16:1016:10, 20 February 2025 QERadiant overview (hist | edit) [5,796 bytes] FREDZ (talk | contribs) (Created page with "<p>After installing/starting Radiant for the first time, you will be asked to set up your preferences. </p> <p>You otherwise also can find preferences under Edit and then Preferences...</p> center|QERadiant Preferences <p>These are advanced settings that you shouldn't mess with right now. There are a couple of things I should explain to you before closing this window:</p> <ul> <li><strong>Snapshots</strong> (lower left side) tells Radia...")

19 February 2025

  • 22:3622:36, 19 February 2025 Compiling SDK CodeBlocks Linux (hist | edit) [4,290 bytes] FREDZ (talk | contribs) (Created page with "<p>You should know a little bit about linux before you can do this.<br />Kingpin in the past only compiled under gcc 2.7.2.3 compiler.<br />You mostly only get gcc 2.7.2.3 compiler under <a href="https://en.wikipedia.org/wiki/Red_Hat_Linux" target="_blank">Redhat 5.2</a><br />Maybe that was the Linux version that Xatrix used.<br />But I'm going to use a debian linux system <a href="https://xubuntu.org/" target="_blank">Xunbuntu</a> (Based on <a href="https://ubuntu....")
  • 22:3622:36, 19 February 2025 Compiling SDK CodeBlocks Windows (hist | edit) [5,159 bytes] FREDZ (talk | contribs) (Created page with "<h3>Introduction</h3> <p><a href="https://en.wikipedia.org/wiki/Code::Blocks" target="_blank">Code::Blocks</a> is a open-source IDE <a href="https://en.wikipedia.org/wiki/Comparison_of_integrated_development_environments#C.2FC.2B.2B" target="_blank">compared</a> to Microsoft <a href="https://en.wikipedia.org/wiki/Microsoft_Visual_Studio" target="_blank">Visual Studio</a>/<a href="https://en.wikipedia.org/wiki/Microsoft_Visual_Studio_Express" target="_blank">Express</a>....")
  • 01:4601:46, 19 February 2025 Zeena Wild (hist | edit) [148 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== *''Kingpin: Life of Crime'' (1999, Windows) - Female Voices ==External links== [https://www.imdb.com/name/nm1091711/ IMDB]")
  • 01:3601:36, 19 February 2025 Dominique Drozdz (hist | edit) [938 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== *''Quake II'' (2023, Windows) - Introduction Animation *''Call of Duty 2: Big Red One (Collector's Edition)'' (2005, PlayStation 2) - Lead Animator *''Call of Duty: United Offensive'' (2004, Windows) - Art and Animation *''Return to Castle Wolfenstein: Operation Resurrection'' (2003, PlayStation 2) - Animator *''Return to Castle Wolfenstein: Tides of War'' (2003, Xbox) - Animator *''Return to Castle Wolfenstein: Game of the Year'' (2002, Windows)...")
  • 01:1001:10, 19 February 2025 Compiling SDK Express (hist | edit) [7,383 bytes] FREDZ (talk | contribs) (Created page with "<h3>Introduction</h3> <p>Since most people have not <a href="https://en.wikipedia.org/wiki/Microsoft_Visual_Studio" target="_blank">Microsoft Developer Studio</a> becouse it's quite expensive, lucky <a href="https://en.wikipedia.org/wiki/Microsoft" target="_blank">Microsoft</a> brought a freeware version off it called <a href="https://en.wikipedia.org/wiki/Microsoft_Visual_Studio_Express" target="_blank">Microsoft Visual Studio Express. </a></p> <p>It has not got a <a hr...")
  • 01:0901:09, 19 February 2025 Compiling SDK C++ (hist | edit) [4,943 bytes] FREDZ (talk | contribs) (Created page with "<h3>Introduction</h3> <p>This how-to will explain how to compile Kingpin's GAMEX86.DLL with Visual C++ 6.0 mainly. <br /><a href="https://en.wikipedia.org/wiki/Microsoft_Visual_Studio" target="_blank">Microsoft Developer Studio 6.0 </a>was used to create Kingpin SDK code. <br />Compiling the DLL is quite simple(one key press), however, setting up the project in VC++ is a little bit more complicated.</p> <hr style="height: 2px; border-width: 0; background-color: #e7c258;"...")
  • 01:0301:03, 19 February 2025 Vicki Sylvester (hist | edit) [783 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== *''Quake II'' (2023, Windows) - Production Coordinator *''Return to Castle Wolfenstein: Operation Resurrection'' (2003, PlayStation 2) - Production Coordinator *''Return to Castle Wolfenstein: Tides of War'' (2003, Xbox) - Production Coordinator *''Return to Castle Wolfenstein: Game of the Year'' (2002, Windows) - Production Coordinator *''Return to Castle Wolfenstein'' (2001, Windows) - Production Coordinator *''Kingpin: Life of Crime'' (1999, W...")
  • 00:5900:59, 19 February 2025 Joseph Aurili (hist | edit) [778 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== *''NBA Live 18'' (2017, PlayStation 4) - Software Engineers *''Return to Castle Wolfenstein: Operation Resurrection'' (2003, PlayStation 2) - Additional Programming *''Return to Castle Wolfenstein: Tides of War'' (2003, Xbox) - Additional Programming *''Return to Castle Wolfenstein: Game of the Year'' (2002, Windows) - Additional Programming *''Return to Castle Wolfenstein'' (2001, Windows) - Additional Programming *''Kingpin: Life of Crime'' (19...")
  • 00:5700:57, 19 February 2025 Mark Rubin (hist | edit) [769 bytes] FREDZ (talk | contribs) (Created page with "==Biography== Mark Rubin is a video game producer. Mark Rubin began his career in 1999 and has worked for companies such as Xatrix Entertainment, Interplay Productions, Ubisoft, Ubisoft San Francisco, Ubisoft Entertainment, Infinity Ward, Raven Software, Treyarch, n-Space, Activision Blizzard, Activison, Aspyr, Square Enix, Active, Activision, Aspyr Media and Beenox. Mark Rubin's first game was Kingpin — Life of Crime which was released 25 years ago. Best Game Mark Rub...")
  • 00:5100:51, 19 February 2025 Steve Goldberg (hist | edit) [2,211 bytes] FREDZ (talk | contribs) (Created page with "==Biography== Steve Goldberg is a games writer. Goldberg has been working with Square Enix, id Software, Raven Software and Avalanche Studios. Goldberg's first game was Redneck Rampage published by Interplay Productions for PC in 1997. Next, Steve Goldberg worked on Kingpin — Life of Crime taking on the role of writer. Later, Goldberg also was part of the team who developed Return to Castle Wolfenstein published by Bethesda Softworks for PC, macOS, Linux and PlayStatio...")
  • 00:4500:45, 19 February 2025 Joey Geiger (hist | edit) [91 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== *''Kingpin: Life of Crime'' (1999, Windows) - Production Assistant")
  • 00:4200:42, 19 February 2025 Jason Hoover (hist | edit) [1,110 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== *''Quake II'' (2023, Windows) - Senior Animator & Modeler *''Call of Duty 2: Big Red One'' (2005, GameCube) - Animation *''Call of Duty 2: Big Red One (Collector's Edition)'' (2005, PlayStation 2) - Animation *''Call of Duty: United Offensive'' (2004, Windows) - Art and Animation *''Return to Castle Wolfenstein: Operation Resurrection'' (2003, PlayStation 2) - Models and Animation *''Return to Castle Wolfenstein: Tides of War'' (2003, Xbox) - Mod...")
  • 00:3900:39, 19 February 2025 Mal Blackwell (hist | edit) [1,867 bytes] FREDZ (talk | contribs) (Created page with "thumb|150px|Mal Blackwell ==Biography== Mal Blackwell is a games designer. Blackwell has been working with Aspyr Media, SEGA, Bethesda Softworks and id Software. Blackwell started in 1992 as the designer of Wolfenstein 3D. Next, Mal Blackwell worked on DOOM taking on the role of designer. Blackwell also worked on QUAKE II Mission Pack: The Reckoning developed by id Software for PC. Most lately, Mal Blackwell worked on Doom 3: BFG Edition. ==C...")
  • 00:3100:31, 19 February 2025 Greg Goodrich (hist | edit) [6,147 bytes] FREDZ (talk | contribs) (Created page with "thumb|150px|Greg Goodrich thumb|150px|Greg Goodrich with a Kingpin cap ==Biography== Began career at Steve Jobs’ NeXT Computer in 1992. Joined Trilobyte Software as Senior Producer in 1994. Shipped, “The 11th Hour”, the award-winning sequel to “The 7th Guest”, one of the top selling CD-ROM games of all time. Joined Xatrix Entertainment, in early 1996 and produced a number of hits including the awa...")
  • 00:2200:22, 19 February 2025 Gary Bradfield (hist | edit) [476 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== *''Quake II'' (2023, Windows) - Sound Design *''Kingpin: Life of Crime'' (1999, Windows) - Sound Design and Foley Artist *''Redneck Rampage Rides Again'' (1998, DOS) - Sound Design & Music Production Coordination *''Redneck Deer Huntin''' (1998, DOS) - Sound Design *''Quake II Mission Pack: The Reckoning'' (1998, Windows) - Sound Design *''Redneck Rampage'' (1997, DOS) - Sound Design ==External links== [https://www.imdb.com/name/nm2299935/ IMDB]")

18 February 2025

  • 23:4823:48, 18 February 2025 Viktor Antonov (hist | edit) [2,325 bytes] FREDZ (talk | contribs) (Created page with "thumb|150px|Viktor Antonov ==Biography== Viktor Antonov (1972 - 2025) worked as an Art Director / Conceptual Designer for companies such as Valve Corporation and Arkane Studios. He started as a Conceptual Designer in the videogame industry in 1996 at Xatrix Entertainment where his responsibilities included designing environments, lighting and atmosphere on projects such as Kingpin: Life of Crime (1999). He then became best known for his work...")
  • 23:3923:39, 18 February 2025 Sherman Archibald (hist | edit) [972 bytes] FREDZ (talk | contribs) (Created page with "thumb|150px|Sherman Archibald ==Complete gameography== *''Forza Motorsport 7'' (2017, Xbox One) - Software Engineer *''Fable II'' (2008, Xbox 360) - Programming *''Forza Motorsport 2 (Limited Collector's Edition)'' (2007, Xbox 360) - Development (Massive Multimedia) *''Forza Motorsport 2'' (2007, Xbox 360) - Gameplay Development Team (Massive Multimedia Inc) *''Return to Castle Wolfenstein: Operation Resurrection'' (2003, PlayStation 2) -...")
  • 23:3123:31, 18 February 2025 Tim Wright (hist | edit) [1,284 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== *''Disney Epic Mickey: Rebrushed'' (2024, Windows) - Artists *''Disney Epic Mickey'' (2010, Wii) - Artists *''Bee Movie Game'' (2007, Wii) - Additional Contributors *''Snoopy vs. the Red Baron'' (2006, PlayStation 2) - 3D Environment Artists *''Railroad Tycoon 3'' (2003, Windows) - Cinematics Voices and Banjo *''Dungeon Siege'' (2002, Windows) - GPG Test Team *''Soldier of Fortune: Gold Edition'' (2001, PlayStation 2) - Extra Special Thanks *''Ba...")
  • 23:1923:19, 18 February 2025 Robert Duffy (hist | edit) [2,667 bytes] FREDZ (talk | contribs) (Created page with "thumb|150px|Robert Duffy ==Interview== [http://www.3dgaming.de/3dtutorials/q3radiant/duffy_english.shtml about Q3Radiant.] ==Biography== Robert A Duffy, the creator of the level editor Quake Edit 4.0 - Radiant (or just QERadiant), that iD Software later started using (dropping their own, plain QE4). After a while, Duffy was hired into iD as a tools developer. ==Complete gameography== *''Quake II'' (2023, Windows) - Technical Director *''Doom E...")
  • 22:3722:37, 18 February 2025 Claire Praderie (hist | edit) [793 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== *''Quake II'' (2023, Windows) - Art *''Return to Castle Wolfenstein: Operation Resurrection'' (2003, PlayStation 2) - Texture Artist *''Return to Castle Wolfenstein: Tides of War'' (2003, Xbox) - Texture Artist *''Return to Castle Wolfenstein: Game of the Year'' (2002, Windows) - Texture Artist *''Return to Castle Wolfenstein'' (2001, Windows) - Texture Artist *''Kingpin: Life of Crime'' (1999, Windows) - Artists *''Quake II Mission Pack: The Rec...")
  • 22:2522:25, 18 February 2025 Barry Dempsey (hist | edit) [953 bytes] FREDZ (talk | contribs) (Created page with "thumb|150px|Barry Dempseyl ==Complete gameography== *''Quake II'' (2023, Windows) - Computer Graphics Supervisor & Character Animation Direction *''Call of Duty: Ghosts'' (2013, Windows) - The Mill *''007: Nightfire'' (2002, GameCube) - Artists *''Kingpin: Life of Crime'' (1999, Windows) - CG Supervisor and Animation Direction *''Redneck Deer Huntin''' (1998, DOS) - Computer Graphics Supervisor *''Redneck Rampage Rides Again'' (1998, DOS) - Co...") originally created as "Barry Dempseyl"
  • 21:4521:45, 18 February 2025 Ryan Feltrin (hist | edit) [4,423 bytes] FREDZ (talk | contribs) (Created page with "thumb|150px|Ryan Feltrin ==Interview== Demo release about Kingpin.<br> Kingpin release about Kingpin.<br> 7 April 1999 about Kingpin.<br> 26 April 1999 about Kingpin.<br> 9 August 1999 about Kingpin.<br> Ryan Feltrin Interview#11_August_1999|...")
  • 20:4320:43, 18 February 2025 Ryan Feltrin Interview (hist | edit) [57,701 bytes] FREDZ (talk | contribs) (Created page with "===Demo Release=== <p>A: Ryan Feltrin (A.I. and effects programming)<br /> <span style="color: #ff0000;">Q: Kunfu</span></p> <p><span style="color: #ff0000;">Q: When and how did you get hooked up with Xatrix? I'm guessing it was through your Eraser bot work.</span><br />A: I started working for Xatrix towards the end of their work on the mission pack. My first task was to R&D new Kingpin tech, and produce a navigational system for general use.<br /><br />My Erase...")
  • 02:0102:01, 18 February 2025 Alexander Malmberg (hist | edit) [306 bytes] FREDZ (talk | contribs) (Created page with "==Complete gameography== *''Kingpin: Life of Crime'' (1999, Windows) - Additional Tool Programming")
  • 01:5701:57, 18 February 2025 Richard Farrelly (hist | edit) [2,683 bytes] FREDZ (talk | contribs) (Created page with "thumb|150px|Richard Farrelly ==Biography== Farrelly studied Music at Vancouver Island University and graduated in 1993. In April 1998 he joined Team Evolve as a level designer, where his first work was on the company's unofficial expansion Quake II: Zaero. A month after its release he continued working at Team Evolve on their officially endorsed expansion for Battlezone; his work was praised by his colleagues as critical to The Red Odyssey'...")
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