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Yeah 
I'm just looking for versions 1.4, 1.3, and 1.2. I already have 1.1a, which is what I normally map with. 
... 
why do you want these versions? 
Why Not Just... 
jump to 1.6a or hammer? 
Merely Experimenting 
Thats all. 
Question 
is there any good user quake 2 engines ?

nothing drastic, but you know minor fixes and improved lighting and stuff. 
I Find KMQuake2 
to be very solid and bloat free; though it runs Lazarus as its native game dll I've seen no ill effects on basic game play. 
New Quake 2 Unit 
In case any of the moderators want to make this a news post, Andrea has released a new 5-map unit for Quake 2.

http://download.jupiter.come2store.com/Andros/citadel.zip

I've only played map one so far, but it is of very high quality, perhaps the best quake 2 release since....well, 5 years maybe? 
ScreenshoooOOOoooooOOOoo0ots 
 
Screenshots 
Ionous: 
I'll take care of this one, but please use the "submit news" form next time. 
Anyone Know 
what the following error in q2 is caused by :

"gunner tris.md2 has bad size header"

gunner can be replaced by boss2 or solider too depending on the level.

I was trying a custom opengl renderer which let me do a few things which stock q2 couldnt and it works fine on everything (tried a lot of custom stuff) except on the new level pack Citadel which crashes with that error. 
Given Q2 Naming Conventions 
I imagine it is looking for gunner/tris.md2 when reading the header instead of gunner tris.md2. 
Headthump 
no that's the dir path, I just left the rest out by accident. 
A Bit Of Help In Investigating 
http://tfc.duke.free.fr/coding/md2-specs-en.html

Quite interesting, but somewhat jibberjabber to me. The Citadel pack does seem to include a new Gunner, perhaps it uses a custom tris.md2 which your new opengl rendered doesn't like?

Just some thoughts, no real clue what could be wrong :( 
Thanks Scampie 
I found that too, but had no idea what it meant :)

I've alerted the author to it but dont know if he can fix it. Using kmquake2 for now, which is a good engine but seems to have new effects which you cant turn off and which I'm not fond of. 
Note Of Interest 
There's also another useful document on that site,
http://tfc.duke.free.fr/coding/mdl-specs-en.html

By comparing the two I managed to turn the md2 exporter for blender into an mdl exporter for blender. There are still a few bugs, but it produces something you can open and fix in qME.

http://people.pwf.cam.ac.uk/~ajd70/mdl_export.py if you want to test it, ongoing bug hunting on inside3d. 
How About Having Some Mapping Competition Again? 
something along the lines of 100b, coagula, 1024. an interesting theme with a definite deadline (so maps are actually being finished). might be fun, without the pressure of having to get perfect results.
ideas/comments? 
The Right Angle Competition 
Make the best map comprised entirely of rectangular brushes! 
Ionous 
Does it mean only 90� angles, without rotated brushes ? Would be interesting in this way indeed... 
How About 
NO right angles instead? 
JPL 
Brushes are exclusively rectangular, with no rotation allowed.

2000 brush limit, no sky texture allowed, only custom textures allowed. 
Hmm 
As a creative limitation and not a technical one that doesn't sound like too much fun.

Have we done our own 1024? We could always just nick the idea from Mapcore. And we'd technically get more perceived space because Quakeguy is shorter than Freeman. :D 
Now I Don't Want To Go All Philosophical On This But... 
...isn't 'creative limitation' an oxymoron? Surely limitation feeds creativity - you know; "necessity", "mother" and "invention". 
Geocomp! 
would be my favorite in combination with 100 cubic brushes. Seriously, that could be fun. 
Mike 
100b challenges you to make awesome brushwork and an awesome map by being really clever and conservative with brush use.

1024 challenges you to make awesome brushwork and an awesome map by being really clever and conservative with your layout.

Rectilinear-only doesn't make you work around a technical limitation to maintain creativity, it makes you work around a creative limitation to see whose map can be the least boring. You can look at the 100b winners and say "wow it's amazing he pulled that off with only 100 brushes!" but a map with all right angles isn't going to be particularly impressive or even interesting to build or play. 
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