 Well...
#117 posted by metlslime on 2006/08/14 13:21:47
In my level the player is a World War II spy, so you'll have to have a cutscene at the end of your level explaining how the cyborg had his brain transplanted into a human body, and was sent back in time to 1940 France. And explain how he accidentally drops the flashlight into the timestream when he opened the window of his time machine mid-journey.
 Trivia
#118 posted by bambuz on 2006/08/14 14:35:11
Cybernetics as a term was coined by Norbert Wiener in 1948. It is rumored the Nazis did some experiments during the war but they were kept hush-hush so that high level scientists could keep working for the western and soviet governments.
 Lol
#119 posted by HeadThump on 2006/08/14 16:47:13
Metlsime and Inertia really should explore this theme if they feel it suits them to do so.
In my level the player is a male prostitute whose
clientale is made up of alternative dimension, Lovecraftian creatures. As always, I ask myself, WWCZGD?
 Gl_flashblend 0
#120 posted by Preach on 2006/08/14 17:15:31
It's fairly easy to set a variable like this in a safe way, without overwriting anybody's autoexec.cfg - something that does annoy people.
The secret lies in quake.rc. The following is the total contents of the standard quake.rc
// load the base configuration
exec default.cfg
// load the last saved configuration
exec config.cfg
// run a user script file if present
exec autoexec.cfg
//
// stuff command line statements
//
stuffcmds
// start demos if not allready running a server
startdemos demo1 demo2 demo3
Simply add a line under stuffcmds that reads gl_flashblend 0
It'll always execute on loading the mod, and occurs after autoexec.cfg sets it to the id1 default setting. It won't overwrite any other autoexec.cfg settings, or require one to be packaged with the mod.
The only problem then lies with people who deliberatly make the effort to switch it back once the game starts. Then again, people might put r_fullbright 1 in if their monitor is too dark, there's no accounting for some folks...
 Inspiration?
#121 posted by DaZ on 2006/08/14 18:04:58
http://daz.quaddicted.com/images/TEMP_dazbase.jpg
Just finished vertex manipulating the terrain... damn that was "fun". Dont even ask what the r_speeds will be in this area when its all done, I dont want to think about it :)
 Daz
#122 posted by scar3crow on 2006/08/14 20:12:30
i am intrigued by your 2 crates that are angled non-orthogonally
that and the grey tech pipe connecting the 2 main structures
 Daz:
#123 posted by metlslime on 2006/08/14 22:57:30
those supports wouldn't happen to be the same ones from crdm3, would they?
Which reminds me: finish crdm3!!!!
 Good Memory
#124 posted by DaZ on 2006/08/15 02:34:31
yes they are, I love them so much I had to get them into a map I will actually release :)
 Damn.
#125 posted by Drew on 2006/08/17 00:29:12
looks fucking cool, DaZ.
Anybody else have pics of their maps?
 & I Drew Some..
#126 posted by madfox on 2006/08/17 14:32:41
 Daz:
#127 posted by bear on 2006/08/18 00:49:10
you call that "fun"? oh you should try vertex manipulating terrain with 30k+ brushes some day!
 Bear
#128 posted by DaZ on 2006/08/18 07:11:04
I value mt sanity kthx :)
 Oh And Yes
#129 posted by DaZ on 2006/08/18 07:12:10
can others post mapshots to help get the ball rolling? Even if its just an editor shot like mine its always good to show progress :D
 :(
#130 posted by than on 2006/08/18 08:12:56
can't do any mapping at the moment becuase I need to let my rsi calm down. I have to buy a vertical mouse (like evoluent vetical mouse: http://www.evoluent.com/vmouse2.html) to help. Once I get started I will post.
#131 posted by Vigil on 2006/08/18 14:34:02
I have been slowly working on a map textured in Ikbase, but I'm not making any promises. Might re-work it as well.
 An Editor Shot.
Not lit, obviously: http://biff.leveldesign.org/pics/map_shots/wip/q1/sp/base_debris.jpg Going for an angular sort of style this go-around, opposed to the curviness of Myrmidon, which will never be released.
 BOIF
#133 posted by inertia on 2006/08/20 12:21:33
Interesting take on those greay base panels. I was never quite sure what to do with em, you've made a decent custom texture tho! Also, I recommend more of everything.
 Hey!
#134 posted by R.P.G. on 2006/08/20 13:40:39
Myrmidon, which will never be released.
Don't pull a czg on us!
 Excuse Me
#135 posted by czg on 2006/08/20 14:17:16
But it's called 'Pulling a Bal'
 No
#136 posted by R.P.G. on 2006/08/20 14:25:52
You pull a Bal when you sit on an already finished map for a long time. You pull a czg when you scrap the map.
 Shot
#137 posted by inertia on 2006/08/20 14:47:54
Nothing special yet, but I took this to please gibbie who was buggering me. It's a puzzle:
http://www.qwplayers.org/inertia/base1.jpg
 Cool
Biff, looks good. I MUST have those extralarge variant wall textures. MUST MUST MUST
 Hey, Yeah...
#139 posted by Drew on 2006/08/20 23:10:57
I didn't even notice that at first. made em yourself? All shots look cool. Biff's looking quite nice. Inertia's looking all moody and shit. Glad to see some real progress - I hope it keeps everyone else motivated/aroused.
 Than
#140 posted by Drew on 2006/08/20 23:12:46
How are your joints doing? Any luck finding your vmouse?
 Mouse Ordered
#141 posted by than on 2006/08/21 03:13:27
I ordered a special mouse from evoluent.com, but it's for work use. I will be holding back on mapping until things start to improve.
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