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Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
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 Inevitable Answer
#11886 posted by Kell on 2007/04/05 19:54:43
because they are idiots.
 So..
#11887 posted by bear on 2007/04/05 22:07:43
quakenet seems to be have gone on a netsplit spree recently?
 Yoink!
#11888 posted by necros on 2007/04/05 22:08:21
:P
 Quaddicted.com Poll Is Over
#11889 posted by Spirit on 2007/04/06 16:32:42
Congrats to than for providing the best Singleplayer Release of 2006!
And thanks a lot for it. :)
http://www.quaddicted.com
 Third Place Huh...
#11890 posted by Orl on 2007/04/06 18:06:40
Well that isn't so bad. Judging by some of the reviews I gotten for my first episode, I thought it might have been last, or second to last. Third place is good, but I'm aiming for first next time!
 THAN IS TEH MAN.
But you rock too, Orl =D
#11892 posted by pjw on 2007/04/07 18:30:59
Why do people type like this?
Because they're stupid and they suck.
Better answer:
Because their overall lack of grammar, spelling and general thinking skills doesn't stand out as much within a communicative dialect where the signal to noise ratio is so very, very skewed. This is comforting, and helps them to avoid acknowledging their own ignorance on a regular basis.
 About Quake Mapping
#11893 posted by Quakecorpse on 2007/04/07 15:24:42
I've played several Quake fan maps and i've decided to write 10 suggestions for mappers. What do you think about, do you agree?
10 SUGGESTIONS FOR QUAKE MAPPERS
1) no cool, shining, high-tech maps ... Quake is ancient,dark and rusty ...
2)no realistic maps. Quake it's not realistic, its a ***TWISTED NIGHTMARE***
3)no only brown, boring, gothic map. Quake is also ***RUSTY-BLUE-METAL*** ...
4 use ***ALL*** the monsters. Grunts ruin gothic atmosphere? why not the ogres with their chainsaw and grenade launcher?
5 make ***MORE ROUTES*** on different levels ... like E2M2 ... e3m4
6 make ***SECRET*** passages, secret doors, lifts and so on ... again E2M2 ... E3M4
7 make *** CRAZY WATER*** water sections ( check "liquid despair" map ) ... and, maybe, *** WIND *** tunnels ...
8 Put monsters in the water, ***NOT JUST*** fish ... but enforcers, tarbabies, zombies and wizards ...
9 Give enough ammo, health and ***COVER*** ... and that ***GODDAM*** rocket launcher sometimes ...
10 make traps ... but NOT death mouse traps ...
 Prey Icon
#11894 posted by metlslime on 2007/04/08 00:05:34
So i wanted to make a prey icon for func, but the logos i find online don't translate well to a 15x15 pixel icon. Are there any icons that come with the game (or from the in-game UI) that you guys think would be suitable?
 Stalker Icon
#11895 posted by Kell on 2007/04/08 00:42:54
have you done one yet?
 Linux GL Quake Engine/Client
#11896 posted by Mr. Meaner on 2007/04/08 01:10:50
Hello people, I am looking for a GL Quake Engine for Linux. Some things I would like it to have are as follows
Must Have
Model interpolation
Support/Ability to play Mods (Omicron & Reaper Bots)
Waterwarp - off by default, or ar least the ability to turn it off.
Would be nice
Limits Removed (ability to play large Modern maps which exceed original Quake limits)
Darkplaces almost suits, and I can turn all the stuff I don't want off, however it is the mod support that lets it down. I don't think you can run the Omicron and Reaper bots (as well as a lot of others)with it, at least I can't seem to get it to work, so if it is possible, please let me know. Any help would be received with much thanks.
 Darkplaces
#11897 posted by Spirit on 2007/04/08 01:39:33
works fine with the reaper bots at least. Make sure to run a recent beta.
Try Joequake.
For other ports keep an eye on http://qudos.quakedev.com/linux/quake1/
Qudos had a linux port on aguirRe's nehquake somewhen too afaik.
 Kell:
#11898 posted by metlslime on 2007/04/08 01:53:18
i need both, probably...
 Darkplaces
#11899 posted by Mr. Meaner on 2007/04/08 02:04:01
works fine with the reaper bots at least. Make sure to run a recent beta.
Seems you may be right, just went to the Darkplaces site and read this
Mod releases need engine to play, engine can run other mods
So I don't know where I got my info from, or why I couldn't get it to work before. I'm sure I even reat that it didn't actually support many mods, oh well, I am downloading the latest version and will soon find out. I have tried joequake previously, don't remember why I didn't like/choose it, but I will also give the latest version of it a try. Thanks for the info and the links, it's much appreciated.
#11900 posted by Spirit on 2007/04/08 02:10:01
Mod releases need engine to play, engine can run other mods
That simply means the dpmod (darkplaces mod) needs the darkplaces engine. The engine itself can run other mods.
There are quite some differences to a "normal" quake engine though, so many mods might be buggy. I found darkplaces to be the most easy to use engine on linux because of the sound... I wish there was fitzquake or aguirre's engines for linux. :(
 No Luck
#11901 posted by Mr. Meaner on 2007/04/08 06:01:41
Well the latest Darkplaces will not run for me, well it runs, but using glx I can't actually do anything, the game starts but I can't access the menu or console, it's as if the keys do not work.
Using sdl that all works, however when I get in game it's as if the forward key is stuck, I just keep running until I either hit a wall or press the back key. It's not the keyboard or anything, it works fine with other games and all other stuff.
If I install an older version of Darkplaces (20060606) everything is fine, but, neither the Omicron nor the Reaper bot mods will run, it's as if they just default back to Quake. If you hit the shortcut key, or enter the addbot command, it just returns unknown command. So it is obviously not running the mods, but just dropping back to Quake.
I will try a couple more versions of DP, then move on and try joequake and anything else I can find.
 Progress
#11902 posted by Mr. Meaner on 2007/04/08 07:53:24
I got the DP version that was released today(20070407beta3), and everything works fine with it, both glx and sdl. No problems with keys or anything else either. I still can't get the Omicron or Reaper to work, it does appear that the modsmaybe loading, I can bind keys in game, and they will be saved in the config.cfg file of the mod in my home directory, so it seems to be using the mods directory, but still just seems to be plain old Quake, and the addbot command is still not recognised.
 Success
#11903 posted by Mr. Meaner on 2007/04/08 10:32:56
I managed to get the Omicron and Reaper bot mods working fine, just had to make all the folders/files lower case.
Just out of curiosity I tried that with the older (20060606) version of DP, but no go, it still wouldn't run, come up with some error which ended with something like 'fix your code'
 Ah Yes
#11904 posted by Spirit on 2007/04/08 10:53:00
In Linux you will into lots of trouble with modders and mappers not naming their files accordingly. Often they use lowercase in their code but have upper-/ or mixedcase filenames. Very annoying. :\
 Old Map Review Site
#11905 posted by Spirit on 2007/04/08 21:14:19
I just found this
http://www.geocities.com/TimesSquare/8666/quake.html
No idea if it is known, I did not have it in my bookmarks.
 @Quakecorpse
#11906 posted by Sielwolf on 2007/04/08 21:21:44
1) no cool, shining, high-tech maps ... Quake is ancient,dark and rusty ...
2)no realistic maps. Quake it's not realistic, its a ***TWISTED NIGHTMARE***
3)no only brown, boring, gothic map. Quake is also ***RUSTY-BLUE-METAL*** ...
I�d say Quake�s bestiary (similar to Doom�s) can be used in any setting, as long as it�s done in a believable style. (texturing, architecture and so on)
Grunts ruin gothic atmosphere?
Who said that ? :P
Again, if it�s done in a believable fashion, I have personnaly nothing against different monster combos, though id themselves made a clear distinction between the base/ medieval bestiary.
5 make ***MORE ROUTES*** on different levels ... like E2M2 ... e3m4
6 make ***SECRET*** passages, secret doors, lifts and so on ... again E2M2 ... E3M4
Agreed, though you have to realise it�s a lot of work to make complete sections which like 50% of players won�t even see at all( because they can�t find/ don�t care about secrets)
7 make *** CRAZY WATER*** water sections ( check "liquid despair" map ) ... and, maybe, *** WIND *** tunnels ...
Yes, agreed, Quake needs more of that stuff (have you played metlslime�s Antediluvian map?/ ant.zip)
8 Put monsters in the water, ***NOT JUST*** fish ... but enforcers, tarbabies, zombies and wizards ...
Even monsters need to breathe sometimes you know ;)
9 Give enough ammo, health and ***COVER*** ... and that ***GODDAM*** rocket launcher sometimes ...
Being teleported to another dimension, I don�t think you�ll always find enough resources, escaping alive might be the only option in some cases... as for the RL, well in these times where nearly everyone has played online (=higher skill level in general), including the RL is often regarded as some kind of overkill( poor ogres, dontcha think? :)
10 make traps ... but NOT death mouse traps ...
Yup, instant death traps lick the rust off Barney�s chainsaw....
 1 SUGGESTION FOR Quakecorpse
#11907 posted by gone on 2007/04/09 11:19:23
1. GO map yourself, instead of telling others how to map.
 #11907
#11908 posted by HeadThump on 2007/04/09 15:52:35
Amen to that.
 Pjw
#11909 posted by Lunaran on 2007/04/09 16:58:47
Because their overall lack of grammar, spelling and general thinking skills doesn't stand out as much within a communicative dialect where the signal to noise ratio is so very, very skewed.
I do now believe this is the correct answer.
 Speeds
#11910 posted by JPL on 2007/04/09 19:12:27
This time I fully agree with you !! :P
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