#151 posted by Joel B on 2014/10/28 20:45:06
Hype level may be lower but I'm super-pleased that you guys went with the Zer theme, and really looking forward to whatever scenarios and bits and experiments and whatever get released for this. I really enjoy the kind of bite-sized Quake anthologies that the jams encourage.
#152 posted by JneeraZ on 2014/10/28 21:22:06
If nothing else, I've really enjoyed watching Daz stream his level design. That's been fun.
I wish MFX would do likewise. :)
MFX Streaming
Would be him putting 100 brushes per minute while this plays in the background.
No
#154 posted by mfx on 2014/10/29 00:32:55
and no.
Need more time btw, maybe a day.. it sucks i know, but til weekend i be ready i promise.
maybe a day
You've still got 24 hours?
That Included
#156 posted by mfx on 2014/10/29 00:40:04
cause the day i�m busy by now with that other life..
Please, Add One More Week !
#157 posted by Barnak on 2014/10/29 00:57:39
I strongly suggest that you guys add another week to the project so mappers could finish and polish their babies.
What's the point of rushing out a map, so the players are getting some crap maps ? In the name of Quake, add more time !
Quake1 is a holly game. Please, respect that !
Nomore crap maps !
#158 posted by JneeraZ on 2014/10/29 01:20:15
Look, the point of a jam is getting things done within a time frame. Take away the time frame and you have ... people mapping. Which is what they do anyway.
#159 posted by JneeraZ on 2014/10/29 01:22:09
It's one of those things ... So PersonA busts their ass to get done on time, but PersonB couldn't get done so the deadline gets extended. Is that fair to PersonA? If the deadline will always get extended if you simply ask then what is there to push people to finish?
Meh, whatever. It's not my jam so I'll leave it to the powers that be. :)
Warren..
#160 posted by Barnak on 2014/10/29 02:03:16
Yeah, you're right.
But then, the deadline is too short. Just a few weeks to blow a map isn't enough, IMHO.
But then, what do I know, as a shit fly ?
#161 posted by skacky on 2014/10/29 03:18:02
Yeah, exactly, you don't know anything. So shut up.
Blergh
#162 posted by ionous on 2014/10/29 04:05:24
Architecture done, leak kinda fixed. Somewhat.
To do:
Repair malfunctioning lifts (fucking things were working yesterday)
Fix lighting so play area is actually visible
Add monsters, items, weapons.
I'll have about eight hours tomorrow to work on this. Not feeling to confident, but we'll see.
I�m Baffled
#163 posted by mfx on 2014/10/29 07:27:00
I load my map, after one second the console appears with this:
Host_error: sv_startsound: volume = 510
Sending clc_disconnect.
What did i do wrong? I have no volume 510 set anywhere.
#164 posted by ericw on 2014/10/29 07:50:44
Looks like something starting a sound with volume 2. Do you have 'volume' '2' on a play_sound_triggered? If so, just lower it to be within 0-1.
Thanks Eric
#165 posted by mfx on 2014/10/29 08:11:37
I have play_sound for the waterfalls, but i kind of derped it.
All volumes are within the 0.2 - 0.4 range. Having 5 of them works, 15 of them not..
How the..? Will try again, man, that progs..
Also the pickups are kind of off-center placed? I dont like that:)
Mfx:
#166 posted by metlslime on 2014/10/29 08:43:26
my memory is hazy, but if you put multiple sounds at the same location, quake will combine them into one sound and total up the volumes.
Let's Just Say
That I'll be very lenient in case of any eventual post-deadline emails.
Zerstorer Features
#168 posted by Tronyn on 2014/10/29 10:38:54
didn't Zerstorer have statues? how were those implemented?
Perfectionism Kills The Jam.
#169 posted by Spirit on 2014/10/29 11:00:17
What makes people so scared of releasing unfinished things? Was there too much time involvement already? Is it me hosting them in the end? Is the (perceived) audience very different from game jams?
#170 posted by Spirit on 2014/10/29 11:01:30
Is it me hosting them in the end?
Meaning Quaddicted providing them for download and people being able to play them even if finished versions might be released later on.
#171 posted by negke on 2014/10/29 11:22:24
And you being anal about files and versions...
Probably a combination of all the points: time, audience, "final" hosting. With so little mapping activity overall and so few releases, the pressure to 'do it proper' is high and there are expectations on both sides.
On Doomworld, people often release their levels on the forums, and only upload them to the idgames mirror later on as final versions including fixes and improvements based on the initial feedback.
Tr�nyn
#172 posted by negke on 2014/10/29 11:28:18
From devkit.txt
Monster statues! courtesy of Ace_Dave! There are three statues right now, Fiend, Shambler, and Hellknight (2 poses). To make a monster a statue, give it a "spawnflags" "2", and for the second Hellknight pose use "4". You may target a statue, and when it is triggered the monster will come to life.
#173 posted by scar3crow on 2014/10/29 14:09:53
Well, my lighting is done, and the map is completable (Plumb did a run through it last night before the lighting went in, seemed to like it). Going to correct a trigger texture that insists on rendering, maybe add one more very small fight in to thicken up the environment, and call it complete. I might go to bed at a normal time tonight.
#174 posted by JneeraZ on 2014/10/29 14:37:39
"I might go to bed at a normal time tonight. "
Whoah, whoah ... around here we call that valuable polish time. :P
My Vote
#175 posted by Drew on 2014/10/29 14:51:11
do what you can in time frame
release a final polished standalone post-jam if the impulse is still there
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