
Weapons Of Map Production!
#128 posted by
metlslime on 2011/03/03 10:33:50
Texture wad, entity.def, map sources, and quakec sources have now been added to the Rubicon 2 webpage, for anyone that wants to use this stuff. Note: even if your editor doesn't read .def files, you might benefit from reading through it in a text editor to learn about the entities -- all the new stuff is at the top of the file (when you see air_bubbles, you're done.)
#129 posted by
Zwiffle on 2011/03/03 14:36:24
I don't know why, but that subject line is just lol.
Some centurions have learned to exploit the experimental technology of the flying platform to "phase" through solid matter. It is not currently known how this works.
None of this is in the centurion's qc. Did you have problems getting this ability to work (I vaguely remember you posting about an invisible + noclipping enemy), or was it another case of cutting scope?

Onetruepurple:
#131 posted by
metlslime on 2011/03/03 20:25:00
no, this is the same old "scrags fly through walls" bug that i could never fix, so i decided to claim it as a feature :)

That's What I Assumed When I Read That...
#132 posted by
mwh on 2011/03/03 21:13:55

2 Out Of 3 On Monster Healths
#133 posted by
Lardarse on 2011/03/04 01:36:59
The centurions felt like more than 150, though...

Anyone Want To Make An Fgd?
#134 posted by
jt_ on 2011/03/06 15:15:35

Haha
#135 posted by
necros on 2011/03/06 19:09:25
that sounds familiar. ^_^;

Indeed...
#136 posted by
Lardarse on 2011/03/07 01:44:41
Especially as those who are ignorant of the past are damned to repeat it. As are some of the less ignorant...
#137 posted by Scrama on 2011/03/08 11:19:42
Amazing game! Thank you!

Awesome
#138 posted by
RaverX on 2011/03/08 22:46:38
"Subterranean Spookworks" is pure genius, I still can't believe that a map can look so good, it makes you feel you're THERE.

Secrets
7/7 in rub2m3.
7/7 in rub2m2.
6/7 in rub2m1.
Help?

Thanks A Bunch
The one you forgot to list was the one I couldn't find.
#142 posted by
mwh on 2011/03/10 05:01:23
So how do you get to the quad in rub2m2? I've found everything else I think.

Spoiler, Too.
Gurer'f n fubbgnoyr ohggba ba gbc bs gur pengr vzzrqvngryl evtug bs gur fcnjavat cbvag gb gur ynfg nern gung ybjref gur tengr lbh fcnjarq hcba gb gur yriry bs n qhpg yrnqvat gb gur dhnq.

Aaaaaah
#145 posted by
mwh on 2011/03/10 11:00:37
I thought it would be something like that, but couldn't find it. Ta!

Thank You
#146 posted by taniwha on 2011/03/22 00:46:44
That was good fun. I played through all three maps yesterday and thoroughly enjoyed them. I was too busy hacking on qfcc for the last two months to have time to play, but rubicon2 was a great reward :)
While fantastic for single player (probably coop, too), the maps are a bit big for a small death-match game, but I noticed that especially 1 and 3 had nice hidy-holes for ambushes.
Other than some draw-order issues with transparent brushes and map models, everything works well in QuakeForge (so long as you use multi-texture rendering with the fog).
I had a similar reaction to the flame-thrower guys: why's he chasing me? ... uh oh!
As for the flyers: maybe along with the 5 nails, a cell or two? (scavenged from his disk).
Again, thank you for the fun :)

All Secrets And Demos On Easy Skill
#147 posted by Bugsy on 2011/04/06 20:14:40

Rubicon 2 Fgd
#148 posted by
Vigil on 2011/08/08 21:48:35
I made one. Who wants to test it? Hammer doesn't complain, but I might have overlooked something.

Post A Link
#149 posted by
generic on 2011/08/10 00:32:00
...and I will have a look.

Fgd
#150 posted by
Vigil on 2011/08/10 13:11:26
Get it here:
http://wherethesky.squarespace.com/storage/mappage/rubicon2.fgd
I copied all the instructions from the
.def so make sure you read through it to know how the new stuff works. Some bounding boxes might not be optimized properly. Monsters are with the other monsters, other stuff is at the top.

Re: FGD
#151 posted by
metlslime on 2011/08/10 20:47:33
one thing i noticed, you have "movedir" and "movedir2" as integers for the func_turret, they should be vectors.
Another thing, all monsters should have the "spawn_triggered" and "spawn_silent" flag. (Although, i'm not sure if fish support that feature, since they have a different spawn code than the other monsters.)