#13081 posted by
- on 2016/01/12 13:01:52
...there's ambient_flouro_buzz and ambient_light_buzz as the total entirety of ambient sounds with the word 'buzz' in them... I let you go ahead and experiment and discover which one is the buzz you want.
(also, ambient_light_buzz DOES work, it's just a low constant hummmm of a light, hard to notice if you have music on)
#13082 posted by
Zwiffle on 2016/01/12 13:30:49
That coffin thing was cool.
W00t
#13083 posted by
DaZ on 2016/01/12 14:03:04
letting mappers build their own rubble props for breakables is such a great feature. You could go really nuts with it and unique breakable rubble for everything :o
#13083
#13084 posted by
Kinn on 2016/01/12 14:13:31
Lol read my mind was about to post much the same thing. external bsp model breakage is one of those "holy shit that's awesome how did no-one think of that before" things :)
Quoth 2 had this feature in 2008.
Remember
#13086 posted by
ijed on 2016/01/12 18:27:11
Anything that references a progs and also ref a bsp - we had this back in the day as well. Only real problem is setting the size of the pieces. You can either leave them as points or try and guess.
#13087 posted by
Lunaran on 2016/01/12 18:32:49
You could go really nuts with it and unique breakable rubble for everything
The end result would certainly be cool but I'd rather take a nap in the garage with the car running
#13089 posted by
Lunaran on 2016/01/12 22:14:10
Even if you automated it by writing the generation of breakable bsp models right into the compiler, so that each piece can take roughly the average lighting of the area where it will be used, it would simply make the way they spin in that wacky not-quite-physics way all the more glaring instead.
I'm very okay with tossing a big handful of small, generic .mdl material 'gibs' and calling it a day.
#13090 posted by
Kinn on 2016/01/12 22:31:31
I kind of assumed the furthest anyone would want to go with it would be reusable gibs that match the texture of the object (which is what AD did anyway) not unique gibs for every single object.
Daya
#13091 posted by kditd on 2016/01/15 22:18:51
#13078
that centerprint in your last screenshot seems redundant since from the screenie it appears obvious that you're supposed to use the door with the massive red lights on top.
I Meant It More As A Way To Tell The Player There's Something Else
#13092 posted by
aDaya on 2016/01/15 22:36:18
As there's a teleporter just behind that brings him back to the skill room
#13094 posted by
- on 2016/01/21 03:56:07
I'm not sure if that's an failed attempt at making an opengl sierpinski triangle, or sadism.bsp with a corrupt graphics card
I cant wait to play this modern art masterpiece.
Quake surely needs more maps devoted to abstract expressionism.
Sick Fire And Brimstone Theme There Dude.
#13098 posted by
Shambler on 2016/01/21 11:13:18
That's A Lot Of Lava
#13099 posted by Tronyn on 2016/01/22 01:32:26
Are you going to print that and sell it for a million dollars?
Update For The Shambler
#13100 posted by
Skiffy on 2016/01/23 20:15:55
Here is a little video showing the Shambler with all new mesh and animations! Still working on the texture so not done yet but sooooonnn....
https://www.youtube.com/watch?v=OemMkCeTB6Y
Kudos!
#13102 posted by
adib on 2016/01/24 05:30:45
Great job. Can't wait for the new anims.
Skiffy
when it throws its head forward, can it open its jaw at the same time?
E1m1
#13104 posted by
- on 2016/01/25 16:38:27
Holy Shit
#13105 posted by
Kinn on 2016/01/25 16:49:18
Doom hype really is in overdrive