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Clarification 
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 
dm3 is hideous. Improving the textures isn't really going to undo the damage, either, but I'll do it for completeness :) 
Argh 
Starbuck: I just thought you asked for id1 maps. Ignore that part of my post ;)

Good luck with your texture work! 
Inform 7 Released 
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 
necros: where does ne_dust2 come from and is there an "original" zip file? 
Woah, 
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 
Well, I rezipped it and it's at Quaddicted now.
You don't have your zip anymore? :D 
Metl 
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: 
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 
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 
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 
Got it, thanks!
Do you have the original zip files of
lm231
temple_e1
sm65_megazoid
too? 
Inertia 
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 
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... 
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 
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 
7900 gt =) ( I SUCK ) 
Alcyone 
Just played this with RPG.

This is a fucking fine, solid map. 
Zwiffle / RPG 
Why don't you come to #terrafusion anymore? 
Mainly: Scampie 
Partly: Bler turning into Scampie. 
Jago 
If I had a penny for every time someone asked me that, I would have like 6 or 7 cents by now. 
Zwiffle / RPG 
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 
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 
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. 
Well 
scampie seems to ingore #tf these days. I tried to contact with him (via #tf, private, email) and got no responce.

btw anyone can host my site? my previous site was deleted by admins when I've been away for 6 months 
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