 Lol Kinn!
#1026 posted by Qmaster on 2016/10/28 22:31:14
I for one think AD is the best nod ever made for Quake. Not only are the maps and features high quality, but the qc code is very well commented and thoroughly consistent. Also the qc structure is pleasant since many boilerplate functions have been rolled into one, saving code and making maintainability very easy. It's impressive to say the least.
 Crap...*mod
#1027 posted by Qmaster on 2016/10/28 22:31:39
 Mods Agreeingly
#1028 posted by mfx on 2016/10/28 22:34:49
#1029 posted by anonymous user on 2016/10/29 01:16:13
no new mod features
Haha. Ya. Right.
I was thinking this more as a side project, maybe done by the community, rather than part of the mod. Just get together and make a set of maps and use what already exists.
 Kinn
#1030 posted by dwere on 2016/10/29 03:22:16
I think it's comments like yours that create drama.
Again: no one is out to get your favorite mod. No one is calling it crap. There's no reason to get defensive.
 Lol Dwere
#1031 posted by Kinn on 2016/10/29 03:53:33
Never thought I'd see someone accusing me of whiteknighting a mod. That's gotta be a first.
It's called having an opinion. God help us if that catches on.
#1032 posted by dwere on 2016/10/29 04:16:58
I can't see any other reason for seeing drama where there isn't. Or trying to create it.
But I'm sure you have it.
It's called having an opinion.
A good phrase to wave around when you're in an uncomfortable position.
#1033 posted by Kinn on 2016/10/29 04:25:28
If you're so against drama then why are you still going on about it, you massive winking sphincter?
#1034 posted by dwere on 2016/10/29 04:36:24
To see what kind of fallacy you'll pull next, obviously.
#1035 posted by Kinn on 2016/10/29 05:08:34
When it comes to creating fallacies I think you're winning by a fucking mile. Just re-read your posts and try to have a little more self-awareness and a little less hypocrisy. It'll make this shit less drawn out.
 NO U
#1036 posted by dwere on 2016/10/29 05:09:44
 Sok
#1037 posted by negke on 2016/10/29 08:34:34
I urge you to reconsider the target/name234 not for 1.5 thing. It's a very useful feature and in my view should be added sooner rather than later. Is it really that much work - how much more than than an addition to SUB_UseTargets?
let's try to keep the thread on topic guys
 A Better .fgd
#1039 posted by PRITCHARD on 2016/10/29 12:43:15
I was messing around with switching between the .fgd and .def files for AD in TrenchBroom2 today, and I found myself wishing that I could have the functionality of both in just the one. Is that possible?
By the functionality, I mean the improvedpreviews, integrateddescription text and so on. I'm sure there are more differences other than that (the entities change colour! Wow!), but those are the two that stuck out to me most when I was expermenting.
I'm not at all familiar with these formats, but if there's no interest from sock or anyone else in doing this would it be possible to at least point me to a guide on how to edit them myself? Thanks!
#1040 posted by damage_inc on 2016/10/29 13:19:53
.fgd and .def files are simple text files. Drop one on any text editor to view. But it's how the editor(s) make use of these files that counts.
I believe that would be where the changes would have you occur that you desire, in the editors(source)?
IF I am understanding you correctly.
 Damage_inc Is Right
These are simple text files that you can edit in notepad or wordpad. Shouldn't be super hard to figure out, Worldcraft and Jackhammer might have slightly different terms for displaying models I think?
I initially did the fgd support on the team before Sock took over and fully redid it, if memory serves Ionous was the only person on the team using worldcraft and was mapping by copy pasting or maybe even typing up the entities??...
 Lmao This Is My Kinda Thread
#1042 posted by ayy lmao on 2016/10/29 14:35:42
#1019 (dwere)
Though something tells me I can get away with more because I'm not Mugwump.
"...but bear with me as I do an amazing impression of him..."
 What I Still Don't Understand Is
#1043 posted by dwere on 2016/10/29 15:04:50
Why would someone as obvious need an account?
 Pritchard
#1044 posted by mjb on 2016/10/29 15:22:50
For TB2, check the help section.
Under Advanced Topics, the Displaying Models for Entities should provide you with information on how to create those improved previews yourself!
#1045 posted by PRITCHARD on 2016/10/29 15:26:50
So they could make their name into some bright, garish colour, like "255" red, or "toxic lime" green.
I'm no moderator but I feel like this discussion belongs either in the "beef" thread or General Abuse...
 Hey Meme Face
#1046 posted by anonymous user on 2016/10/29 15:29:48
Are you the specific Tor-powered troll account of someone else here, who is too high up to afford risking his reputation by showing what he's really like ? Or just a basic bitch ?
 To Smash Pots
#1047 posted by nine on 2016/10/29 16:00:13
you could make a dummy enemy with 1hp no movetype, no addition to monster count that takes a model like misc_model.
but I hesitate to suggest anything that delays shipping.
because I want it shipped.
 FGD Woes
Be aware that if you want to beef up the FGD for TB2's advanced model syntax, that this syntax is going to change in the next beta release. For simple cases, TB2 is compatible with J.A.C.K. / Worldcraft / Hammer model syntax.
 Pot Smashing
Is a thing that was being worked on just before 1.0 if I remember rightly.
It would be a neat addition imo. Could hide bits n bob's in them, also we might end up with some zelda maps ;)
 Footstep Sound Revamp
#1050 posted by killpixel on 2016/10/29 18:59:17
I think the player footstep sounds could use a little TLC. My suggestions:
1. Randomize the sounds
I think there are 4 currently, perhaps have 5 or 6. Since we're trying to avoid obvious patterns, It might be best to make it so when a sound is played, 2 other sounds have to play before it can be played again.
2. Reduce volume, use a more subtle sound effect
The current sounds are rather "cloppy", perhaps use a more subtle sound that's little more ubiquitous. Something that would be passable on brick, dirt, wood, etc.
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