By The Way
#12830 posted by than on 2013/04/22 13:31:18
The fog setting isn't just for quoth, it's supported in most engines on all maps that have that parameters in the worldspawn. I don't think it's a standard parameter though (i.e. not supported in glquake and definitely not winquake), so I don't know why it's not _fog.
So
#12831 posted by Drew on 2013/04/22 14:39:07
in that case you would just add 'fog x' into worldspawn?
Drew
#12832 posted by mfx on 2013/04/22 15:14:01
Yup.
Public Domain Music?
#12833 posted by DaZ on 2013/04/23 14:23:47
Anyone know of a decent website or resource where I can download pd music that would be suitable to use in games? I'm looking for sort of a orchestral ambient type sound but really I'll take anything as long as I can use it without hassle :)
Here:
#12834 posted by RickyT33 on 2013/04/23 14:26:52
#12835 posted by Spirit on 2013/04/23 14:40:21
PD is hard to find, I would suggest creative commons instead. And for that check my recommendations in the music thread or be more specific.
DaZ
This -
http://incompetech.com/
I'm pretty sure Mike Woodham used it on his last map. Not bad stuff either (egoraptor and harry patridge have both used his music)
Database Error :(
#12837 posted by DaZ on 2013/04/23 17:24:31
I'll check it later! Thanks.
Outdoor Lighting/fake G.I. Tut
#12838 posted by slapmap on 2013/04/23 20:08:27
Wrote an artice/tutorial on outdoor lighting/fake G.I. with Tyrlight
click Hope it's helpful.
Daz: Jamendo ofcourse, tonn of CC licensed music.
Warped View
#12839 posted by sock on 2013/04/25 03:40:21
When the player is inside of a liquid (water/slime/lava) the view screen warps in and out (probably not the right term) is there a console command to enable this effect if not in a liquid content? I know about screen tint console command v_cshift.
#12840 posted by metlslime on 2013/04/25 03:54:12
r_waterwarp in some engines.
#12841 posted by metlslime on 2013/04/25 03:55:07
oh... sorry, this isn't what you need. You want to enable the warp in air, this variable can only disable it when in water.
Sock
#12842 posted by Spiney on 2013/04/25 08:49:53
I recall there's a power up in Quoth that does it...
Nope
#12843 posted by ijed on 2013/04/25 14:02:45
But you can make the player drunk with some console commands I can't remember just now. C shift and Bob speed or something.
I usted them in a�n e3m4 remake During the posponed section. Will dig them out and post in a bit.
Nope
#12844 posted by ijed on 2013/04/25 14:02:46
But you can make the player drunk with some console commands I can't remember just now. C shift and Bob speed or something.
I usted them in a�n e3m4 remake During the posponed section. Will dig them out and post in a bit.
Completely Wrong
#12845 posted by ijed on 2013/04/25 14:05:32
It's a single one - v_idlescale.
#12846 posted by necros on 2013/04/26 02:19:58
I recall there's a power up in Quoth that does it...
This is not quite correct. It appears this way in Darkplaces, because the engine automatically applies view warping when v_cshift is used, but this is not true in all engines.
Huh
#12847 posted by ijed on 2013/04/26 02:32:33
Didn't know that. Is that for the Trinity?
#12848 posted by necros on 2013/04/26 02:45:06
actually, on second thought, my last post might not be entirely correct.
I noticed it on a different powerup I was making, but that powerup uses the same cshift values as stock liquid 'haze' colour, so it might be that DP is trying to fake waterwarp on 'fake' water effects (ie: if a mod tries to fake water with cshift).
#12849 posted by sock on 2013/04/26 11:41:48
Thanks for all the feedback, I went through the Ftiz source looking for clues. I found all the v_cshift stuff but could not work out where the warp effect was coming from. I assume it is a point content check somewhere and a special routine to do the warp effect.
@ijed, thanks for the console command, that is very cool, I will try that on lower settings so the screen is not completely static. It is a shame there is no console command for the warp, it would have been the icing on the cake for my setup.
Look Forward
#12850 posted by ijed on 2013/04/26 12:49:41
To seeing whatever it is.
Messages
What's the best way of having a message pop up? Let's say like 2 or 3 times with a little delay between beeps?
#12852 posted by Spirit on 2013/04/27 12:51:04
trigger_multiple
Skill Levels
#12853 posted by mechtech on 2013/04/29 04:49:27
I was wondering... A program to read the .map file. Assign the quake monsters a difficulty rating of 1-10. Have the program count each using the appear flags. You could get the relative difficultly at each skill level.
Another idea. Is there a way to keep score? Count up total damage done at the end of a map or even have running total.
#12854 posted by necros on 2013/04/29 05:17:41
That would only give you a very general idea.
Consider an ogre on the same height as the player vs an ogre on a ledge above the player.
Consider fighting a shambler with LG vs fighting a shambler with a DBS.
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