Dont Get Your Hopes Up
he's had something on his site for close to a year saying they will be up 'soon'..
Oh My!
#1394 posted by R.P.G. on 2003/06/28 19:57:10
he's had something on his site for close to a year saying they will be up 'soon'..
Romero == Bal?!
Scandal!
OMG!
#1395 posted by Scampie on 2003/06/28 20:05:55
you're so funny RPG, how can I be like you!?
SCAMPIE!
#1396 posted by R.P.G. on 2003/06/29 13:25:35
Just say stupid things! And listen to White Zombie!
You're almost there dude!
I Crack Myself Up
#1397 posted by grahf on 2003/06/30 12:37:29
scampie is already 'more human than human,' obviously... being a talking shrimp and all.
Scampie Is The Flaem Master, But...
#1398 posted by underworldfan on 2003/06/30 15:01:20
RPG is the coolest person in the world.
that is all.
New ID Maps For Q3
#1399 posted by nonentity on 2003/06/30 17:53:41
ID. Maps. Q3. New;
mpteam9; http://planetquake3.net/download.php?op=viewdownloaddetails&lid=1668
pro-q3tourney7; http://planetquake3.net/download.php?op=viewdownloaddetails&lid=1667
"pro-q3tourney7" is a a map found in their old Quake3 archives, but that was cut for one reason or another. Got finished up...
"mpteam9" is a Team Arena map based on q3tourney6_ctf.
Hey
#1400 posted by pushplay on 2003/06/30 21:22:02
That's really neat.
Dammit.
#1401 posted by biff_debris on 2003/07/01 00:41:02
They ALWAYS do this shit when I uninstall q3...
New ID Maps For Q3
#1402 posted by Vodka on 2003/07/01 23:31:55
q3tourney7 seems to be very good for 1-1. They should have released it with retail game. Q3 severly lacked maps for competitive play. Doesnt look any beautifull tho
I heard that q3tourney6 is a speedmap. And it kinda shows.
Hmm
#1403 posted by nonentity on 2003/07/02 18:43:44
Wasn't q3tourney6 THE speedmap, ie, the one that started it all?
Pro-q3tourney7
#1404 posted by cyBeAr on 2003/07/02 18:47:12
speedy, well maybe it didn't play great (not that I know if it does now) and thus wouldn't have made a good addition to q3 until fred fix0red it up?
q3tourney6 was one of the lds showing that you could make something fun in one hour (altho they probably fixed it up before they included it in the game).
This Title Is Empty
#1405 posted by Kell on 2003/07/03 00:05:44
Wasn't q3tourney6 THE speedmap, ie, the one that started it all?
Yes, it was. I was kinda hoping Speedy was being sarcastic :/
q3tourney6_ctf is a mad CTF map, but you need either 4 or 6 players and they need to know how to play it; anything else and it's a frustrating match.
mpq3tourney6 is a significant improvement, what with extra player surface and more jump trajectories. I haven't had the chance to play it with humans, but with bots it rocks on Harvester.
mpteam9 has about twice as much player surface again, and the extra under-platforms should be interesting. I'll have to dust of my TA CD...
Quake Control Slow..
#1406 posted by . on 2003/07/03 02:52:02
Anyone have this problem - say you haven't played Q1 for awhile and when you play it, the turning/viewing seems slower than it should be? My mouse speed is set fine, my keys work fine.. it just doesn't seem as quick as it used to be. Frame rate is fine as well...
Mouse Acceleration ?
#1407 posted by Abyss on 2003/07/03 02:56:55
perhaps?
O_o
#1408 posted by . on 2003/07/03 03:16:49
pardon? lol
Mouse Acceleration
#1409 posted by Abyss on 2003/07/03 03:27:49
Like in windows, if you are used to having it on, and it is switched off for what ever reason, you will get a similar thing to what you describe. Also, some games have ability to set it either from within the game or through cfg/ini files. Quake3 for example, quake2 aswell I think, ut2003, etc etc. Depending on your OS, but check in control panel under mouse.
Then again it may be something completely different.
Quake Map Limits
#1410 posted by Lunaran on 2003/07/03 03:34:38
Hey guys. Not that I post here much any more, but ...
I'm making a Q1SP map. I'm at 1450 brushes, and RVis reports 2250 numportals. ... Does that seem normal, or are you experienced Q1 guys going "jesus christ, is he carving the whole thing?"
I'm also not done, so it's going to at least double in size, probably closer to triple really, so the end result will probably be something like 4000 brushes. Will the compilers shit all over me if I take it that far?
Hmmm
#1411 posted by Abyss on 2003/07/03 03:46:08
Not that I am one to answer technical questions, but if you download the compile utilities from http://user.tninet.se/~xir870k/
I beleive they have all/most/some, quake limits raised, and would probably be a benifit to you.
That Seems Perfectly Normal, Lun
#1412 posted by czg on 2003/07/03 06:50:55
^_____^
Real Nasty Quake Mod
#1413 posted by Tigger-oN on 2003/07/03 10:04:52
Just back in .AU but not set-up yet, during my off-line time I worked on a little Quake mod called "Real Nasty". Basically all the monsters must be gibbed on Nightmare Skill otherwise that will act like Zombies and return to life. Download link right here (its a long link):
http://prdownloads.sourceforge.net/industri/realnasty-v1.00.zip?download
BTW, I do not have a house with internet just yet, so email me feedback if you download the mod :]
Tigger-on
#1414 posted by Auhsan on 2003/07/03 13:48:12
nice addition, reminds me the nightmare mode in doom...I had problems to reach e1m3 :)
Yo And I Suck
#1415 posted by DaZ on 2003/07/03 15:53:38
whats the command to disable auto-aim in Q1dm?
I've tried sv_aim "1", sv_aim "0" and random numbers but it still keeps auto aiming and its pissing me off pretty bad :)
kthx!
I Don't Think..
#1416 posted by . on 2003/07/03 16:20:10
there was such a thing.
I could be wrong.
BUT WHAT IF I WAS RIGHT! WOULD YOU CRY?! :(..
It's
#1417 posted by necros on 2003/07/03 18:42:20
sv_aim 0 to disable.
the closer to 1, the more the computer 'helps' you aim.
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