 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.
 Well
#10231 posted by PuLSaR on 2006/05/07 03:33:25
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
 Hosting
#10232 posted by Spirit on 2006/05/07 07:37:51
sure, i'd feel honored :)
drop me a mail (spirit@quaddicted.com)
 Ribbit Ribbbit
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.
Ditto.
 What?
#10234 posted by Spirit on 2006/05/08 00:24:41
 Spirit:
#10235 posted by metlslime on 2006/05/08 00:34:26
I don't know; I saw the URL advertised while I was watching Smokey and the Bandit II on TV. I think it's some television show.
but WTF they stole the name of map?
 Okay:
#10236 posted by metlslime on 2006/05/08 00:39:25
Looks like it's a television spinoff based on the movie Blade.
#10237 posted by Trinca on 2006/05/08 03:33:37
NotoriousRay please make another Quake map u rockzzz ;)
 More Bizarre Advertising
#10238 posted by R.P.G. on 2006/05/08 07:18:58
Did anyone else get something in the mail from these people?
http://www.orderoftheserpentine.com/
 RPG
#10239 posted by JPL on 2006/05/08 08:39:18
At least, the video clips are pathetically funny !!!
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