Necros:
#1063 posted by
Wazat on 2003/05/05 17:11:09
>was there ever a side scrolling mod for quake1?
Yes, try this:
http://static.condemned.com/files/soldat.zip
It`s an alpha, but it will be finished for QExpo.
Shambler, try Soldat. It`s 2d, but it`s got the good, wholesome fast-paced quake deathmatch feel to it.
Shambler
#1064 posted by
Wazat on 2003/05/05 17:11:52
I meant the real game Soldat, not my quake remake (though it is interesting too).
.
#1065 posted by
necros on 2003/05/05 17:36:56
i've always wanted to map for a sidescroller...
i'll give it a shot, thanks.
Matsp2
#1066 posted by
Vodka on 2003/05/05 22:07:26
just looked inside mati` maps bsp .. minlight 130... uh oh
no wonder it looks almost fullbright
dear mati, hope you hear me : dont use high minlight values pleas (higher than 30 I`d say). The bland lighting totaly lacking shadows killed what otherwise could`v been cool map.
NOLF2 Tools Out
dunno if anyone cares, but NOLF2 tools are finally out, check:
http://www.sierra.com/downloadfile.do?mediaid=6450
Oblivion Textures
#1068 posted by
H-Hour on 2003/05/06 00:31:51
Well I liked them, and I was working on a DM map with them before I lost mapping interest again.
Since We're On Lighting
#1069 posted by
pushplay on 2003/05/06 02:43:35
What kind of settings should I be using to test the lighting on my map? Right now I'm using GLQuake with brightness all the way up and the original pallette. A lot of maps look really dark that way though. What's the gold standard?
Pushplay
#1070 posted by
nitin on 2003/05/06 02:54:25
I use -gamma 1 to start the game and use the idgamma patch on frib`s page.
http://www.planetquake.com/frib
You Should Be Using Software Quake
#1071 posted by
nb on 2003/05/06 07:27:40
...because it`s the One True Renderer.
NO!
#1072 posted by
R.P.G. on 2003/05/06 08:07:51
R_FULLBRIGHT 1! IT IS THE WAY!
Pushplay
you may need the gamma patch that nitin mentioned. What graphics card do you have?
Get A Job You Lousy Beatnik
Novalogic`s job page has been updated, mentioning that the company behind the Delta Force games is looking to hire level designers for future projects.
(blatantly ripped from thuh shack)
urls:
http://www.novalogic.com/corpjobs.asp
Quake Light Settings
#1076 posted by spentron on 2003/05/06 17:52:58
"What`s the gold standard?"
room_light 0
Thanks Nitin And UWF
#1077 posted by
pushplay on 2003/05/06 19:23:10
I have a geforce2mx.
I was aware of idgamma, but there's a lot of paramteres to play with in there. Are the settings Frib recommends good?
Pushplay
#1078 posted by
nitin on 2003/05/06 20:16:51
they are the best ones for my GF2 ti200.
Light
#1079 posted by
Vodka on 2003/05/06 22:10:15
u many try engines with built-in gamma control, like fitzquake, MHquake, darkplaces and some others
to test the lightlevel of your map, load some original quake maps with proper lighting (like e3m3) and adjust your gamma settings to it
I dont recomend u test the light in software only, cause it works significantly different from GL and I recon most people play GL
H-Hour
#1080 posted by
R.P.G. on 2003/05/06 23:30:51
I was looking for this a while back but couldn't find it and I couldn't remember who wrote it. Anyway, I found it today (too late) and just wanted to say again that I thought it was nice. Next time I update my web site I'm planning to link to your site because I think this and XeNoN's articles on detailing levels are very useful for beginners.
http://www.notthisway.com/writing/counterpoint.shtml
:(
#1081 posted by
pushplay on 2003/05/07 02:17:11
E3M3 looks pretty good with the new settings. But now TyrLight is giving me a bad surface extent when I have any one of a set of six or so brushes in the map. I rebuilt each brush and repositioned them a little and I'm still getting the error. It's frustrated the hell out of me.
RPG
#1082 posted by
H-Hour on 2003/05/07 02:38:46
Thanks. Glad it could be of some use.
Repetative Electronic Music (tm)
#1083 posted by
DaZ on 2003/05/07 04:07:25
Just done a new mix (dark NRG) and uploaded it to my site, cool tunes, mixing dodgy at times...
http://www.dazv3.co.uk/thisisnrg.html
Pushplay
#1084 posted by
Tyrann on 2003/05/07 07:13:51
That means qbsp is leaving a face in the bsp that is larger that 256 pixels in one dimension. If you're using treeqbsp, try playing with the "-subdivide" option and see if that helps.
Tyrann
Im using dubsp -subdivide 256 and yet I get a bad surface extents runtime error in WINQUAKE (but only in winquake) when I load the map.
Would you have any ideas as to why, and how to avoid it?
Ive had a bit of a look around on the web, but it seems that that error is a bit vague and can have a few different causes, and nobody has a definitive list of all of them...
Crikey
this board is a bit fragile, not only does it not like apostophes, it wouldnt let me make a backslash smiley either!
Errr..
#1087 posted by
bascule on 2003/05/07 10:36:39
I think you'll find it does :-\