Cough Cough
#15161 posted by HeadThump on 2008/09/19 01:10:13
You spelled 'fundamentally' wrong.
incorrectly
What Scampie Says
#15162 posted by Lunaran on 2008/09/19 03:07:00
... dovetails with Warren Spector's prime directive of game storytelling: what makes games special is that the dialog can go both ways. They don't always have to do that (see games like hl2 or cod4) but the areas where they do (deus ex) is where the fertile ground truly lies.
So what do we all see in Quake, then? :P
Monsters Are Pretty Rad, Dude.
#15163 posted by Shambler on 2008/09/19 09:40:32
You Don't Need Dialog
#15164 posted by bear on 2008/09/19 19:24:41
for story telling.
What Sounds Cooler?
#15165 posted by necros on 2008/09/20 09:41:19
being able to slow monsters down to a crawl or teleporting a few meters in front of you (through monsters)?
#15166 posted by DaZ on 2008/09/20 12:30:07
teleport sounds best for me
A Gun That Teleports You To Where You Click
#15167 posted by Lunaran on 2008/09/20 17:53:29
but you can only click on monsters. puzzles are about how to get out of a map without running out of monsters to telefrag in the right places.
That's...
#15168 posted by pjw on 2008/09/20 18:45:46
...a great idea.
Oh
#15169 posted by bambuz on 2008/09/20 21:21:19
the gore fountain at each telefrag would be fun too...
Rage
#15170 posted by Sielwolf on 2008/09/20 21:55:40
sounds like Redline (c) 1998 with up-to-date graphics, can't wait !!1
Other Ideas
#15171 posted by Lunaran on 2008/09/21 01:44:32
- telefragging scrags in hard-to-reach places
- luring fiends into making leaps across gaps you can't leap yourself
A Friend Of Mine
#15172 posted by Tronyn on 2008/09/21 04:24:48
made a mod like this, where one of the weapons switched your position with that of any monster you hit - pretty awesome, you could make monsters fall in lava and stuff. Your gameplay ideas take the concept a lot further though.
Hey, Nice....
#15173 posted by metlslime on 2008/09/21 08:48:59
that is pretty sweet, especially if you have to telefrag a patrolling monster at a certain point on his path, and of course if he sees you he won't keep following the path... treating scraggs like a misc_teleporttrain basically.
This...
#15174 posted by bal on 2008/09/21 11:33:10
Was kind of done in the Wheel of Time gamef : there was a switch spell, was needed to get to certain areas during the single player game, or during mp, you could jump in a lava pit and quickly switch with an enemy, or also switch when you had multiple homing spells following you, thus they would follow your enemy instead. Was a very nice game mechanic.
Cool, Someone Else Can Make It
#15175 posted by Lunaran on 2008/09/22 01:22:21
Okay:
"f'thagn."
How is it pronounced? Does it rhyme with "lasagna"?
I Can Never Find This Stuff When I Need It... :P
#15176 posted by necros on 2008/09/22 02:48:26
can someone give me the hard limits for q1 models? #verts, #faces, #edges?, anything else?
DZIP
#15177 posted by Text_Fish on 2008/09/23 02:36:38
I noticed some discussion about DZIP in Willem's map release and felt the need to rant, but as I haven't gotten round to playing the map yet I figured it would be rude to do so in that thread.
Why does everybody bother with DZIP? The advantage over more commonly used compression programs is pretty minimal in this day and age [with super fast internet connections and huge hard disks] so it bothers me that people bother to install DZIP at all, especially as it doesn't work on macs or 64x versions of Windows [at least, without reporting a nasty virus in the latter].
Seriously, what's the point? Is it not making an already nich� community even more inaccessible?
#15178 posted by - on 2008/09/23 03:27:21
I don't watch any demos anymore because I refuse to download and install the absolutely worthless DZip.
CZG's Curves Tutorial
#15179 posted by Lunaran on 2008/09/23 03:49:07
Does anybody have this damn thing mirrored anywhere? czg is pretty shit about keeping websites running (or caring about the people that read them more likely) and I hate having to spend twenty minutes grepping the internet every time someone in #tf wants to make a circle.
I made this in the meantime for pocket reference.
http://lunaran.com/pics/curves1.png
Also
#15180 posted by Lunaran on 2008/09/23 03:53:41
I Feel Self-conscious
#15181 posted by lurker on 2008/09/23 04:07:44
about uploading 12 MB of worthless first-play demos. I feel a little less self-conscious uploading 1 MB of worthless first-play demos. If I had known you couldn't open .dz files, Text_Fish, I would have provided .zip archives before.
I shall keep the lack of portability of .dz files in mind in the future.
Dzip Has Only Been Around For Like 10 Years Or Something
#15182 posted by mwh on 2008/09/23 04:12:19
So I think it's a bit hard for it to suddenly be making the community more inaccessible (and it also works on a mac, though command line only).
I agree it's probably a bit pointless in this day and age.
#15180 Also Also
#15183 posted by kat on 2008/09/23 05:32:39
What wrong with that way of building stairs Lunaran? As far as I'm aware that's the only way to build spirals that have equidistant steps units.
#15184 posted by ijed on 2008/09/23 05:53:28
mwh - nearly as long as quake. I respect what they do, but don't find it useful. Those who play Q1SP but don't know how to manage the formats basically don't exist. Much.
Lunaran - :| but no. Why is lunsp3 takign so long?
kat - that's probably the worst way of building stairs, trust me on this. Off-grid horrors that will compile, but never how you want. You'll be looking at brushes all over the place that you can't fix in the editor.
dzip is a waste of time for me. It makes things easier in alot of engines, but I prefer to pack dems in 7zip because I'm a cunt. And the filesize is smaller.
Posting drunk after a national holiday. That's not an apology.
Hmm
#15185 posted by kat on 2008/09/23 07:30:42
@ ijed: Ah, sounds like your talking about that in relation to *structual* brushwork which it will feck up. I've never had any issues so long as its *detail* flagged which things like that should be for Q3 editing. And "trust me", I know about non-axial brushwork, floating point errors and sparklies thereof ;)
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