
Lava 
#30606 posted by 
negke on 2018/10/02 11:56:46
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 
#30607 posted by 
spy on 2018/10/02 15:44:27
to Q dlc 
	 
		
		
My Next Map Is Gonna Titled 
#30608 posted by 
spy on 2018/10/02 18:12:02
otr sucks teh shambler dick while he sucks the skackys frenches dickss 
	 
		
		
The Upcummimg Pack 
#30609 posted by 
spy on 2018/10/02 19:00:42
 
		
		
And This Is Exactly Why We Encourage Registered Users... 
#30610 posted by 
Shambler on 2018/10/02 21:28:08
...because any future posts by Spy, even sober ones, can be put in context given that insightful contribution. 
	 
		
		
Darkplaces And Glsl Shaders 
#30611 posted by Reyond on 2018/10/03 00:20:03
		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. 
	 
		
		
		#30613 posted by 
muk on 2018/10/03 06:19:16
Playing Portal 2 custom levels and im shocked to see none from negke.
 
 Get to it chump. 
	 
		
		
Spy Isn't Banned... 
#30614 posted by 
Shambler on 2018/10/03 09:29:56
...or at least not by me. God knows what he's on about. 
	 
		
		
@_reyond 
#30617 posted by 
madfox on 2018/10/03 18:13:18
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.
 
 
InsideQc  
		
		
Or.., 
#30618 posted by 
madfox on 2018/10/03 18:18:30
place the question in mapping help. 
	 
		
		
@shambler 
#30619 posted by 
spy on 2018/10/04 05:25:09
i'm really sorry for my words. i shouldn't insult you and the other guys (otp and skacky).
 
 peace. 
	 
		
		
@negke 
#30620 posted by 
Mugwump on 2018/10/04 15:06:56
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? 
	 
		
		
		#30621 posted by 
negke on 2018/10/04 19:33:12
The textures are from the Malice TC. 
	 
		
		
UWP Support 
#30623 posted by anonymous user on 2018/10/08 00:26:26
		Does anyone know any custom port with UWP support? 
	 
		
		
Cool Article To Get Started Mapping In Notepad 
#30625 posted by 
brassbite on 2018/10/11 21:27:11
https://developer.valvesoftware.com/wiki/MAP_file_format
 
 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. 
 
	 
		
		
		#30626 posted by 
metlslime on 2018/10/11 21:42:15
there was at least one map in 1996 that was made in notepad, before any level editors existed. 
	 
		
		
		#30627 posted by 
Qmaster on 2018/10/12 03:54:58
 
		
		
@metlslime 
Yep!
 
 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. 
	 
		
		
		#30629 posted by 
Joel B on 2018/10/12 16:17:05
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
 
 :P