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It Was Only Made To Work With Id's SPARC Server Or Whatever 
It has never worked on anything else. 
I Shit Myself Laughing... 
Tronyn 
I've got access to a many-node supercomputer (really). If there are multi-processor compilers for linux, send it my way and I'll see what I can do. 
DaZ 
Cool video, I was not aware that turret's life was so exciting :P 
Wow That Is So Nerdily Awesome Inertia 
I will let you know as soon as I have something ready. Did I send you the latest beta of that one map or not, I can't remember. If so, all of the maps for this project are like that - open, outdoorsy, messy, etc. I'm such a retard. That beta took me 260 hours (2.4 ghz processor, 1 gb ram) to vis although I made some modifications that should cut it down for the final version. 
ShadoW_86 
Feedback on q3shw21_b2:

- Are the liquids actually supposed to be liquids? They act like nonsolid brushes with liquid textures on them. Was that a mistake or is there some goobery pro-mode reason for doing this?
- Parts of this map are very poorly lit. There's nothing wrong with contrast but one of the teleporters for example was very hard to notice. Probably doesn't matter for the intended 'pro' audience because they just play the game in fullbright mode anyway, but if you're concerned about appearance outside of that (which it seems you are) I'd do another pass on this.
- I fell into the lava past the MH and you can see the insides of the lava brush not touching the surrounding geometry, because none of the curve patches for the terrain extend down that far.
- There's a big platform around the MH on the other side of the pit that doesn't do much. If you want the MH to be dangerous to reach, moving it back there would make the combat surrounding it more interesting.
- I like the architecture, that gothic take on industrial. The metal collonade by the railgun is especially cool. :D 
Almost... 
...32647 marksurfaces and just the exit lift to implement, pity I had to hack off a whole section full of insane future tech to get it down :( Now to finish the lighting and sound then wait patiently for the release of Quoth II. 
Distrans 
You should try to implement the last part regardless of marksurfaces. I say that because CDA (I think) exceeded the value, and the map didn't crash with FitzQuake. I suspect it depends mainly how the map is occluded, and so how the engine have to render the poly faces ingame...
It's up to you ;) 
Hiya JPL... 
...it's ended up 32701, yaaaaay!!! But you are right, I could've pushed 500 to 600 over the limit without a problem for FQ. I have confidence in my occlusion skllls, but I really do like to stay within the limits so if bug hunting is required I at least know where not to look. As to the bit I had to lop off it was basically a corridor (albeit a very heavily detailed one) so there's no huge loss. I get to keep the machine "models" for use as prefabs in the next level.

Expect a beta test request soon big boy! 
More Abuse 
ffs! 
Distrans 
OK, don't hesitate to send me your stuff when ready, I'd be happy to help you for beta testing ;) 
*Oooh* 8-o 
Its so Exciting!!! 
A Bit Far Fetched Perhaps 
What The 
 
There's Also... 
... a hod's as good as a sink to a blind Norse

and

...huts old naval huts, cavalry take them and they turn 'em into chopped bits

and

...if you were the only gull in the world and I was the only bouy

But the stories are far too long to explain, so just guffaw at the appropriate punch line. 
50 Years Of LEGO 
Hey Ricky... 
...any chance of an explanation for #13447 
I Just Think That The Idea Of... 
...new levels coming out, Quoth2 etc, especially really big levels that rub up against Q1 engine limits, makes my nipples hard!! :D 
You Crazy... 
.. pervert :P 
Just A Question 
In an episode set of (say) three maps, would you as players (not mappers) expect to carry all of your weapons from map to map, or would you be happy to start each map with the default weapons, or would you expect to lose maybe one or two weapons and keep one or two? 
Mike 
Well, if the maps are intented to be followed (like Five Rivers Land maps), you should not loose your weapons in between.
If the maps are not "linked" directly, and if you want them to be played separately, you must consider the maps as "standalone" maps, and then start all of them with default weapon...
Well, actually it depends on what the mapper wanted to do ... my 2 cents ;) 
FMB! 
As long as it is clearly noticable at each map start I'd say you can do what you want. Just give a message like "You lost your rocket launcher stumbling on the level exit, duh" or something. 
I'd 
Prefer to keep them and have a weapon progression, even if its not the standard weak -> strong that everyone expects. I mean getting the GL out of sequence and getting the RL in the final map, for example.

Losing weapons when not returning to a hub feels strange, especially when moving in a linear level progression. I remember in HL2 being pissed off at the confiscation chamber crap. Felt like a conceited way to show off the physics a bit more but only in the final stages of the game.

IMHO SSG, NG, GL leaves enough open gameplay strings to follow with the other weapons coming later and not being dropped. The advantages of the others are just more power, apart from the range of the RL - which I guess is why you're asking.

My 2 pence. 
 
"You lost your rocket launcher stumbling on the level exit, duh"
lol

i think this type of thing is entirely to the mapper's discretion. what will provide the better gameplay? what way makes it more fun? etc etc 
Hmmm... 
Mike, if I was in some unknown hell dimension being ported to who knows where my grip on the fire power would be tighter than a fish's arsehole. Losing some for anything other than a very plausible reason would certainly be annoying. I think ijed makes some good points.

Ricky, careful you'll put someone's eye out. And just for the record, this level takes up less than one eighth of the available build volumn and has (at this stage) less than 70 enemy on hard.

Bwahahahaha! 
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