What's the deal with transparent lava in maps... and shouldn't it hurt less?
Maybe It Is A Time To Say To Fuck U
to Q dlc
My Next Map Is Gonna Titled
otr sucks teh shambler dick while he sucks the skackys frenches dickss
The Upcummimg Pack
And This Is Exactly Why We Encourage Registered Users...
...because any future posts by Spy, even sober ones, can be put in context given that insightful contribution.
Darkplaces And Glsl Shaders
Hello, I would like to use some vertex shaders and some post-process effects in my mod on darkplaces engine. From where should I start? I don’t have any knowledges or experience working in glsl, I just want to find some shaders from the internet or just from other games and adapt them for darkplaces. What should I know to do that? Should it be really hard? Should I learn OpenGL from the basics or should I just learn specifics of shader language in darkplaces to make those shaders work in game engine? Is there any documentation or web source where I can find full information about darkplaces shader language specifics and extensions that are used in the engine? P.S I found not much information on official dp website and if you have the documentation please share it
Thanks for banning spy from tf.
Playing Portal 2 custom levels and im shocked to see none from negke.
Get to it chump.
Spy Isn't Banned...
...or at least not by me. God knows what he's on about.
Inside3D has a broader input for Darkplaces, sad it is gone aside.
Still offers a lot of info.
If you look further in the archive you'll find more info.
place the question in mapping help.
i'm really sorry for my words. i shouldn't insult you and the other guys (otp and skacky).
I was watching your stream earlier today and noticed some blue base textures that I'd very much like to use at some point. Which wad was it?
The textures are from the Malice TC.
Does anyone know any custom port with UWP support?
Cool Article To Get Started Mapping In Notepad
Honestly, this is a great article to understanding a MAP-file. For mapping in notepad++ this is a quite valuable resource. Let's ditch Trenchbroom alltogether!
JK, though Trenchbroom is a bit OP for creating, what is essentially a textfile.
Props to anybody, who manages to compile a thing they made in a texteditor. You'd have to be quite bored to do that.
there was at least one map in 1996 that was made in notepad, before any level editors existed.
I've been looking for that map for the longest time! I have quite a few of my files from around '97 and looked through almost everything to try and find it. I recall downloading and playing it. IIRC it was a rectangular map with a bunch of crisscrossed beams.
I remember this deathmatch map that was made using WordPad: https://www.quaddicted.com/files/maps/multiplayer/daskull.zip
Can't remember the first SP map like that though.
There's this one https://www.quaddicted.com/reviews/shaft29.html ... where the author comments that it was built "using a tedious coordinates script", but I don't think that's the one we're thinking of.
Neither Of These
The one I recall was very small. Just a room with beams you could traverse.
From the daskull readme:
1 hour, 2 minutes to QBSP,LIGHT,& VIS on a p166 32megs'o'ram Win95
When picking up ammo, if ammo is for a better weapon you already have and that ammo had run out, do you want to automatically switch to that weapon?
Example: you run out of cells for your lightning gun and are currently using the nailgun, you pick up cells later...like 20min later in a Swampy sized map, should we automatically switch to lightning gun? (note that Quake doesn't do lightning gun if you are underwater nor does it switch to rockets)
Please note that this is original Quake's default.
Authoswitching Is A Bad Thing So
If I run out of nails but am using my SNG, I'd not want to switch back to the SG.
That was my thinking. Wierd how its that way by default.
is the autoswitch faster than manually changing weapons?