 Spirit / Jago
#10206 posted by starbuck on 2006/05/04 10:29:00
Thanks. So basically DM3 and Aerowalk then. I'm surprised there aren't any more custom maps that get a play. Spirit, you mentioned quite a lot of maps that aren't idbase... did you mean e2m1 instead of e1m2?
I checked out those textures by randy and I've seen them before. He has a lot of skill, and those are nice textures for the most part, but it's not really similar to what I'm doing. I'm not doing any normal-mapped/specular stuff, just the 32-bit high res textures... and my main concern is to make them fit in with the original textures as much as possible, and to try and do as many of them as possible :)
 Clarification
#10207 posted by bambuz on 2006/05/04 11:01:38
My guess for maps played in qw for 99% of the time:
1on1:
dm2 dm4 dm6 aerowalk (ztndm3 skull)
2on2:
dm2 dm6 (dm4)
4on4 (the real thing):
dm2 dm3 e1m2
(dmm4 aim practice:
end povdmm4)
-
only dm3 and aerowalk seem basish. And dm3 is mostly that pink basewall. Misaligned. By Romero. :)
 Yeah
#10208 posted by starbuck on 2006/05/04 11:10:17
dm3 is hideous. Improving the textures isn't really going to undo the damage, either, but I'll do it for completeness :)
 Argh
#10209 posted by Spirit on 2006/05/04 13:42:05
Starbuck: I just thought you asked for id1 maps. Ignore that part of my post ;)
Good luck with your texture work!
 Inform 7 Released
#10210 posted by metlslime on 2006/05/04 14:02:45
http://www.inform-fiction.org/I7/Inform%207.html
Inform is an IDE for making interactive fiction (text adventures.) I've never made one before but I've played a fair amount of community-released IF. It's a scene comparable to the quake mapping/modding scene, in the sense that the user-made stuff often meets and surpasses the quality of the pro stuff, they actually make their own tools, they have archives and review sites, etc.
Anyway, the main feature/scourge of this new version is their natural language interpreter for programming. This is actually pretty frustrating to use for a programmer like me, but might actually be good for non-programmers (since the target audience is writers, this makes sense.)
 Question
#10211 posted by Spirit on 2006/05/04 14:55:25
necros: where does ne_dust2 come from and is there an "original" zip file?
 Woah,
#10212 posted by necros on 2006/05/04 15:12:38
you have that?! :o
i think it was for a speedmap session where the theme was parody (the map is the layout of the CS map cs_dust2).
i don't remember why it wasn't named under the regular speedmap filename... maybe i was late and submitted it after the session was over in the thread or something... that was a while ago. lol
 Ehehe
#10213 posted by Spirit on 2006/05/04 15:17:42
Well, I rezipped it and it's at Quaddicted now.
You don't have your zip anymore? :D
 Metl
#10214 posted by Lunaran on 2006/05/04 15:17:51
that's really interesting. I wonder if such a thing exists for Lucasarts style adventures, and how easily one could do something like that on his own, seeing as you'd have to make all the necessary character sprites and paint all the backgrounds.
If I were more 2D artistically inclined that seems like the kind of thing I'd enjoy.
 Lunaran:
#10215 posted by metlslime on 2006/05/04 15:33:35
There are systems that support graphics, but I don't think anything that sophisticated. Ideally you'd merge the graphic capabilities of something like Flash with the world modelling and interface logic of Inform. Components of Inform are open-source, so it might be possible to add a renderer and a bunch of routines suitable to be called from within the story file. Sounds like a significan amount of work, though.
 Ne_dust2.zip
#10216 posted by on 2006/05/04 16:28:28
Spirit, I just uplaoded it for you, you can download it here
http://www.users.on.net/~jihuston/files/ne_dust2.zip
Let me know when you got it, so I can remove the file. thx
 Starbuck
#10217 posted by inertia on 2006/05/04 20:02:46
Talk to gibbie before you go through with this. Last I checked, he was sitting on a complete Doom3-compatible idbase set.
Metl: neat!
 59.167.99.224
#10218 posted by Spirit on 2006/05/04 23:55:01
Got it, thanks!
Do you have the original zip files of
lm231
temple_e1
sm65_megazoid
too?
 Inertia
#10219 posted by starbuck on 2006/05/05 00:35:19
yeah, I saw a screenshot of it, looks ace. Again though, I'm not doing bumpmaps/specularity, just basic textures. Like the Quake Retexturing Project, but coherent.
 Nifty
#10220 posted by R.P.G. on 2006/05/05 07:20:20
If gibbie has a full set of id base textures, including bump/specularity, that might be a good reason for me to map for Quake 4.
 Annoying Issues With Quake 4...
#10221 posted by Jago on 2006/05/05 09:34:40
I have finally cracked down and bought the game. However, I am experiencing some weird issues that are truly infuriating me.
1) When playing online, I am getting a 3 second respawn delay. Ie, when I die, I have to wait for 3 seconds before a respawn, no matter what buttons I press. Friends on IRC are saying that this doesn't happen to them. Tried playing on different servers, doesn't help.
2) How come Q4DM is so tough on hardware? I can play Q4SP just fine at 1024x768, high quality with everything turned on and hardly get any slowdowns. However when playing online, even if I play at 800x600, medium quality with "static" lighting, I still get major slowdowns in some places.
3) I cannot find any CVAR to disable blood, gibs and decals in the game, is this even possible?
My machine is an Opteron 144, 1,8 @ 2,45 Ghz, 2 x 512 mb ram, GF6600GT 128mb running Windows XP SP2.
 Adventure Game Making And Indy Games
#10222 posted by bear on 2006/05/05 11:32:23
I think there are a number of tools/engines for graphic adventures although I have no idea if they're all retarded or not...
http://www.adventuregamestudio.co.uk/ seems to have been used for at least a few good games.
http://indygamer.blogspot.com/ - seems to bea good place to find all kinds of interesting "indy" games.
 Err Yes
#10223 posted by DaZ on 2006/05/06 13:33:42
7900 gt =) ( I SUCK )
 Alcyone
#10224 posted by Zwiffle on 2006/05/06 14:19:42
Just played this with RPG.
This is a fucking fine, solid map.
 Zwiffle / RPG
#10225 posted by Jago on 2006/05/06 15:24:47
Why don't you come to #terrafusion anymore?
 Mainly: Scampie
#10226 posted by Zwiffle on 2006/05/06 15:36:44
Partly: Bler turning into Scampie.
 Jago
#10227 posted by R.P.G. on 2006/05/06 15:47:12
If I had a penny for every time someone asked me that, I would have like 6 or 7 cents by now.
 Zwiffle / RPG
#10228 posted by Jago on 2006/05/06 16:12:37
I haven't seen Scampie do anything besides join/part for 2 or so months now. Shambler hasn't been on IRC for 4 monhths at least.
 Jago
#10229 posted by Lunaran on 2006/05/06 19:11:01
The respawn delay is normal. I never liked it either but it stayed.
DM is tougher on hardware I think because it's a lot easier to have a lot more going on than in SP, where the amount of effects and monsters and shooting was more tightly controllable.
 Oh, And, Metl
#10230 posted by Lunaran on 2006/05/06 19:18:49
A sierra/LEC type adventure seems pretty simple code-wise. The entire game is just a big tree of "screens" containing hotspots that react to certain commands, sometimes with inventory items as parameters, with a second tree of prerequisites that sets up what things have to be done before what other things are activated.
Seems like the big hurdle would be doing all the necessary art - the system behind it is uniform enough that it really amounts to a scripting language.
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