Spirit
#10803 posted by rj on 2011/01/24 19:14:40
What I find even worse is (usually) US Americans using abbreviations and acronyms everywhere.
at least you can appreciate irony though, right? ;)
#10804 posted by Spirit on 2011/01/24 19:17:11
Haha, ouch. I fell into the same trap as SleepwalkR.
Stopping Rockets
#10805 posted by Mike Woodham on 2011/01/29 10:12:23
I see that Clip brushes don't stop rockets - is there any 'invisible' way of stopping them?
Skip Wall
#10806 posted by negke on 2011/01/29 10:43:37
Or that oldschool shootable trigger trick.
How Goes The Map?
#10807 posted by ijed on 2011/01/29 14:13:41
Ijed
#10808 posted by Mike Woodham on 2011/01/29 16:57:33
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
#10809 posted by ijed on 2011/01/29 17:22:19
That's good to hear and don't worry, will keep it under my hat.
Good, uh, skiing.
Negke
#10810 posted by Mike Woodham on 2011/01/29 21:11:00
Yeah, skip brushes do the job. Thanks.
Help Needed Please
#10811 posted by delor on 2011/01/30 02:25:07
Sounds Like A Job For MadFox!
#10812 posted by generic on 2011/01/30 15:03:05
Take The One I "did"
#10813 posted by ijed on 2011/01/30 17:13:44
Sword
#10814 posted by madfox on 2011/01/30 19:44:25
Madfox
#10815 posted by ijed on 2011/01/30 19:50:34
#10816 posted by madfox on 2011/01/30 20:01:24
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
#10817 posted by delor on 2011/01/31 05:02:57
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
#10818 posted by meTch on 2011/01/31 05:31:10
I think what was implied was intentional.
<ijed>
#10819 posted by delor on 2011/01/31 14:17:26
thank.. but I didn't find your sword..
is it included in Warpspasm ?
Yeah
#10820 posted by ijed on 2011/01/31 14:40:08
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
#10821 posted by ShadoW on 2011/02/01 14:22:53
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
#10822 posted by kaffikopp on 2011/02/01 17:23:32
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.
..help With .lmp Files
#10823 posted by Delor3 on 2011/02/06 00:45:29
Hi.. what's the best way to edit .lmp files/gfx.wad ?
I already know adquedit and frikac fimg.. but they have no image editing features to paint
Yeah
#10824 posted by Preach on 2011/02/06 02:29:06
You can't really edit them natively. You need to use one of those tools to covert them to a standard image format like pcx. Then use your most beloved image editor to make the adjustments, and finally convert back when you're done.
Building a level where the idea is it's abandoned and everything is off, thus no light source other than some moonlight (the player switches the power on later and everything comes on).
With 32-bit colour this works okay. 16-bit colour this just makes everything black with specs of green. There many people who run stuff in 16-bit colour these days, and is it bad form to keep something like this? :E
#10826 posted by necros on 2011/02/06 03:37:30
geez, if they have to play in 16bit, i think they're happy they can play quake at all... :S
Dust2..
#10827 posted by ziffon on 2011/02/07 12:11:09
Anyone know how I can get a maya or sketch-up version of dust2 for Counter Strike Source?
|