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Mappers Wanted - 
long overdue project of mine.

http://brushwork.leveldesign.org/

fire your questions/admiration/vows/etc to
brushworkart@gmail.com - its a work in progress, and I'm very open to hearing what you have to say on the subject. 
Pope 
Awesome. I had that same idea. I would buy it for sure. 
Pope. 
You have another guaranteed customer here, if it gets done.

I have comments/thoughts, maybe later. 
Qc Question (btw: Is There A Qc Help Thread?) 
does anyone know how i can get/emulate the explosion light effect via qc? i don't want to use TE_EXPLOSION, because it always plays that nasty r_exp3.wav. EF_DIMLIGHT seems the closest to it, but isn't quite as nice... help me plz ;) 
EF_BRIGHTLIGHT ? 
 
spirit, please participate

shambler, since you don't map... yeah I'd like to hear from you regardless.

so far lots of positive feedback... but no mail. please guys - if you want in (I want you in), contact brushworkart@gmail.com

thx 
Pope 
Could you elaborate on your project please ? I'm not sure to understand what you are looking for ? 
Brushwork 
JPL: at this point what I'm looking for are any mappers who would like their work displayed in an art book.

I don't have a lot of specifics yet, and I will be constantly updating the page as deciscions are made. Also if anyone thinks I'm going about something entirely the wrong way, lemme know. I'm in new territory here, it's a learning process. 
Poop. 
Maybe a discussion thread would be useful for this so people can hammer out ideas and suggestions and feedback for you?? 
Czg: EF_BRIGHTLIGHT 
is much too bright (looks shitty, tested it). other ideas? 
Pope 
I like the idea, however how are you going to recoup costs? 
Oh Man 
That's cool Pope, I'd like to be involved, but I have nothing worth showing. :( Maybe, depending on your time schedule etc, I can come up with something to show, so I'll stay optimistic. 
Re: Pope Book 
Is the idea to have picturs of nice maps or nice pictures that doesn't necessarily come with finished maps? 
EF_MUZZLEFLASH? EF_BRIGHTFIELD? 
 
Brushwork 
as long as it will more affordable than hourence's book... 
 
neg!ke is a welfare bum. 
Czg: EF_MUZZLEFLASH, EF_BRIGHTFIELD 
i tested all the qc EF_s before posting here in the first place. the engines (even standard glquake) seem to have more light fx then those. 
 
my maps are all crapy :p 
Pope... 
<.02$>I think most of the mappers here would like to be included in your book -- it is just a matter of whether or not they should be included. I have only speedmapped (so far) but would love to be in it if you or someone else thought I should. (Don't worry, though, I would gladly buy the book even if I wasn't included :) ). Perhaps you should narrow your search to a short list of mappers and let people vote on which of their maps should make the cut.</.02$> 
Hey.... 
i'm starting a new thread on this book thing. 
Efdat 
What you are looking, I'm not sure but it tends to
def.qc - entity effects - line 381.

your question: is there a help.qc ?
http://www.gamers.org/dEngine/quake/Qc/progs1.htm

Is there a help.qc toppic?
not if you post in this thread. 
EF_ Is All You Get 
Do I understand right that the only problem with the explosion is that it makes the r_exp3.wav sound? If that is the only concern, then here's a hack to get round it.

1. Replace the current r_exp3.wav with null.wav
(make a copy of the original explosion sound with a new filename like r_exp4.wav)

2. Play the new sound r_exp4.wav every time the QC makes an explosion (apart from your intended use, obviously!). The examples I can think of off the top of my head are grenades making contact, grenades on a timer(ogre and player), voreballs, exploding barrels and rockets. If you were really lazy/efficient you could put the explosion sound in the first frame-function of the explosion sprite - that way you'd only need to change one line of code for all of these. I can't be sure the timing would be right though, and the tarbaby would start doing the additional sound too. The latter can be worked around though... 
I Wondered 
why the explo_box couldn't change light, but there is a sprite, of course.
Never knew you could make them glow with the option 'effects''1/8'!

makes them really radiant. 
Book Idea Has Own Thread - Kthx 
The Man, The Myth, The Legend: Quakeguy 
You know him and you know you love him. There's one question:

Who is he?

When I think about what it is that makes Quake still capture our hearts like no game since, at first there's not a whole lot that comes to mind. It was a rushed game, with base maps and Doomish weapons tossed in at the last minute to hold together a fairly pointless menagerie of Knights, Ogres, and beasties that aren't quite alien and aren't quite demonic. And yet it feels complete, and you feel like you belong. So how does it pull that off?

I discussed this at length with Kell, and we hit on an idea. Take the assortment in Half Life - every monster seems like it was designed by a different person. There's brown humanoids that shoot lightning, yellow three legged dogs with compound eyes that fire whiny sonic pulses, dangling mouths with long tongues that snare you from above, flying sheikh-brains that shoot plasma balls, facehugger amalga that turn people into zombies, the end boss was a big floating fetus, AND they piled US-Mil human AI on top of all that.

The reason it works is that you're already sold on it when you see it. The tram ride and the just-another-day-at-work-but-not first act put you in Gordon's shoes so fast and so effectively that you want to play the role. So when the houndeyes are yipping and sonically pulsing, you don't think 'what are these things? what a stupid game,' you think, 'what are these things and where could they have come from?'

Quake also manages that - it makes the world real by making the player ... well, someone. Quakeguy DOES have an identity, and we all know it's there. It's been expressed in countless Q1SP's that allude to an identity that was never really planned or expressed overtly - in Contract Revoked you are 'a slipgate warrior of great reknown.' In Bishop's Bane you're the nameless hero of Domino's blighted kingdom. And, of course, who could forget:
http://lunaran.com/files/phil.wav

So who is he to you? 
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