 Speedmopping...
#11179 posted by metlslime on 2006/11/09 23:05:30
I'm responding here becuase I can't post on i3d without an account.
Reminds me of some game developer contest where they give every contestant a pile of artwork and a base engine, and have them invent and program a game with it.
Well, we could do something similar, especially with the relative lack of modelling ability in the community compared to mapping or coding abilty -- create a pile of models ahead of time, and give them to everyone to use if they like. This could also satisfy the needs of having a "theme" -- the theme would be to use at least X amount of the provided art. This would also probably eliminate the issue of people submitting projects they had already been working on, becuase it would hopefully be difficult to shoehorn the new artwork into an existing mod.
This would also be a good concept for a speedmapping or turtlemapping contest/event -- release a brand-new WAD at the beginning of the contest, and everyone has to use it.
 This Should Have Been Made A Discussion Thread
#11180 posted by negke on 2006/11/10 01:39:23
anyway, good idea. providing a set of models to be used in any way has already been done in speedmodding events before and lead to interesting results.
 I Need
#11181 posted by Spirit on 2006/11/10 06:31:21
some betatesters for my almost-done up-/downloadsite for Quake stuff.
Just mail me. Betatesting should start this weekend (I hope...).
#11182 posted by Trinca on 2006/11/10 08:42:28
not at home this weekend :p going to morth of Portugal :p
#11183 posted by Trinca on 2006/11/10 08:48:22
found this pic in quakeworld forum!!!
AEROWALK FOR RAVERS!!!
http://img343.imageshack.us/my.php?image=aeroyq7.jpg
 Trinca
#11184 posted by JPL on 2006/11/10 09:48:56
Ouch.. It is painfull for my eyes.. Like having a big drug trip and then playing Quake... It's too much "disco" for me :�
 Ha!
#11185 posted by Shambler on 2006/11/11 01:07:23
The natural conclusion to custom engine shenanigans!
 I Don't Actually Think That Looks That Bad...
#11186 posted by bear on 2006/11/11 05:24:23
.. much better than the random highres texture used on everything or the old mipcap 3 and other horrors.
 Errrrr...
#11187 posted by JPL on 2006/11/11 06:42:48
I didn't say it was bad, I just said I didn't found it really good.... It's my own taste...
 Convmap.exe
#11188 posted by necros on 2006/11/12 23:17:39
Aguire, you still around these day?
i wanted to convert the quake1 map sources into the q2/q3 format (with the extra face definitions and texture path, so basically the opposite of -f 32).
i tried with mapconv.exe, but it's not working. specifically, it's messing up 'key' names, ie:
"message" "map name"
becomes
"" "essage" "map name"
so if you could toss a reverse convert of q1 -> q2 format into your already great converter, that'd rock. :)
 Necros
#11189 posted by SleepwalkR on 2006/11/13 00:45:22
There is a java version of my map converter floating around that should do this. You should be able to get it from here:
http://prdownloads.sourceforge.net/industri/mapcon_java.zip
 .
#11190 posted by necros on 2006/11/13 01:30:42
didn't know you had continued developement of mapconv! i shall have to try that tomorow :)
 Quake 1 Icons
#11191 posted by Ankh on 2006/11/13 08:18:00
I'm looking for a few quake 1 icons. I have some shortcuts to quake bat files on the total commander toolbar. The blue&white MSDOS icons don't look that good :)
#11192 posted by Trinca on 2006/11/13 08:27:34
i got some Ankh shoot in irc when i get home and online!
 Thanks Sleepwalkr
#11193 posted by necros on 2006/11/13 22:37:28
the new java version worked fine :)
 Icons
#11194 posted by Sielwolf on 2006/11/13 23:26:03
there are some here:
http://www.gamers.org/pub/idgames2/graphics/desktop/
but Trinca if you have some nice different ones please post them here.
 Necron Or Someone
#11195 posted by Lunaran on 2006/11/13 23:51:39
are alias .tri files ascii?
#11196 posted by Trinca on 2006/11/14 01:15:51
 Necros
#11197 posted by SleepwalkR on 2006/11/14 08:30:24
You're welcome. Glad I could help.
 Gibbie
#11198 posted by inertia on 2006/11/14 09:45:17
where are you, you little idiot? i miss the axially-designed mapping madness!
 Ankh
#11199 posted by negke on 2006/11/14 09:59:22
winquake has a nice q-rune icon - i use it for my quest shortcut
 Are Quake .sav File Compability Tied To The Network Protocol?
#11200 posted by bear on 2006/11/14 09:59:39
...
 Bear:
#11201 posted by metlslime on 2006/11/14 12:38:40
I don't think so.
 Hmm, Ok I Wasn't Sure
#11202 posted by bear on 2006/11/14 17:01:48
was just asking to possibly be able to help this guy working on a quake NDS port:
Actually, does anyone here have any experience with the Quake engine? I've been playing Quake on the tube in the morning but upgrading the networking has somehow corrupted my save file! And I was nearing the end of the game! No fair!
http://forum.gbadev.org/viewtopic.php?t=11556&start=15
 Bear: .sav File Information
#11203 posted by Gleeb on 2006/11/14 17:49:02
Quake's .sav files are basicly dumps of the network, possibly specially formatted, I dunno, but the jist of it is, the engine must be able to speak whatever protocol the demos use.
Someone needs to confirm this to be sure, but I'm pretty certain of the above.
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