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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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What Now? 
I habitually mispel words with e and i. I also use colloquialisms and make typos. Sometimes I don't even use the spellcheker.

Sometimes, I can't be arsed setting my spellchecker to UK as opposed to US English.

Y de repente puede hablar puro guea.

If you're wanting clear and impeccable use of language then I'd suggest maybe that the internet isn't the best place to go.

Oh, and get over yourself. 
 
Achtung, Polizei! Grammatik bitte! 
Yeah I Know 
I'm just saying that I prefer proper spelling and grammar to internet speak. I have nothing against colloquialisms though. 
 
you can use ones language
but not ones intention. 
Fair Enough 
I know what you mean - 'w00t lulz aw1sme!' pisses everyone off. 
Spirit 
What I find even worse is (usually) US Americans using abbreviations and acronyms everywhere.

at least you can appreciate irony though, right? ;) 
 
Haha, ouch. I fell into the same trap as SleepwalkR. 
Stopping Rockets 
I see that Clip brushes don't stop rockets - is there any 'invisible' way of stopping them? 
Skip Wall 
Or that oldschool shootable trigger trick. 
How Goes The Map? 
 
Ijed 
If that question was for me, the additional maps (both) are finished. Just piling in the monsters at the moment and playing with game-play, which I have sort of lost the hang of because I don't play shooters anymore. I am also constanly tweaking lighting as I want it to follow the theme of FMB-BDG - dark and scary. In fact, I will probably release the whole thing again as one package as it did start off as one, interlinked map but at around 20,000 brushes blew apart all known limits.

Going to be skiing for the next couple of weeeks so I suppose 6 - 8 weeks to a tentative, possible, maybe, release date proposal subject to prevarication, willpower and getting sidetracked on other projects.

But if that question wasn't for me, just ignore the above. And remember, mum's the word. Shhh... 
Cool 
That's good to hear and don't worry, will keep it under my hat.

Good, uh, skiing. 
Negke 
Yeah, skip brushes do the job. Thanks. 
Help Needed Please 
Hi guys,
1)sword weapon model needed for my mod.. I'm not satisfied with mine:

http://www.quaketastic.com/upload/files/screen_shots/quakery_test.png
http://www.quaketastic.com/upload/files/screen_shots/quakery_test2.png

maybe some of you can contribute/join the project ? 
Sounds Like A Job For MadFox! 
 
Take The One I "did" 
Sword 
replace the axe into a sword.

http://members.home.nl/gimli/v_axe.zip 
Madfox 
 
 
I still have the feel the sword's too high and clean compared to the axe.
At least it's thin enough to keep view. 
Yes.. It's Difficult To Balance The Sword Size 
if you make it too big it obstructs everything else..
making it small looks pathetic

And the color is another issue.. better avoid the clear white.

Thanks ya all, If I use one of yours I'll be able to concentrate on levels/gameplay cause it's really a big project(at least in my mind) 
I'd Make A Sexual Joke Here But 
I think what was implied was intentional. 
<ijed> 
thank.. but I didn't find your sword..

is it included in Warpspasm ? 
Yeah 
Inside pak0 I think. I'm on a 64 bit machine here so don't have Qme installed to check it though. Will post a more direct link tonight.

It's also in Drake if you've got that. 
Ramp Jump Issue Under Different Engines 
Hi, so I have that small 45 deg rotated ramp. When I use DarkPlaces, I can easily use it to get to RL level, but somehow can't do it with WinQuake or ezquake. I thought there shouldn't be any physics differences between engines, am I right?

http://shadowsdomain.files.wordpress.com/2011/02/jump.jpg 
 
There are a few physics differences in DP. Notably, check if "sv_jumpstep" is set to "1". This allows you to go up a step/ledge while you're airborne, which you normally can't do in other engines. 
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