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Ok 
I think I figured out what the problem was, it was the type of compression in the wav - it was a mono wav file but apparently there's a good deal of variety within that (shows how much I know). I picked what I think is the right format, and it was probably right since the error message at least changed. Now when I load the map, in both fitz (a belated thank you of epic proportions for supporting increased limits with the new version!) and aguirre's glquake, I get music/water.wav not looped, and then it doesn't play. Help appreciated. 
 
now you need to open up the file in an audio editor and add markers at the beginning and end of the file. 
Cooledit 
has a special feather to save a wav as looped file. 
Alright 
off to japan peeps, I expect some maps to play in 5 weeks :) 
Sayonara, Nitin 
Have a blast! 
Good Trip Nitin 
have fun and take loads of pictures! 
Hmm 
Aye, what sock said, many pictures (and have fun ofc). Not that anything'll actually be released when you get back ;p 
Mmmh 
I guess an entity could? 
 
what happened to Negke lately? 
He Created A Level So Vertical... 
...that even he couldn't comprehend the XY view. 
Lol... 
awesome. 
 
he shouldve uded visgtoups then. nub 
 
Fun Article 
about mmo quests and roleplaying http://www.shamusyoung.com/twentysidedtale/?p=5288 
 
i love how he describes in character about ripping up street lamps accidentally. :P 
Top FPS Character 
Necros 
yeah, that made me laugh :D 
 
i shit more pixels than this.

awesome, thanks :) 
 
wasn�t suppose to be a Quake3 single player?

wasn�t someone working on this?

anybody got a link? 
 
you mean lunaran's coriolis force? that was cancelled ages ago (i believe his computer exploded and he lost everything), and the only other q3sp mod i know of wasn't that great (although to be honest, i never tried it) which i don't remember the name of. 
Dark Conjunction 
and Sidrial.

Although sidrail or rial was a POS. DC wasn't bad considering it was made in q3. Not that Q3 is bad, but its not made for SP. 
 
+Vision
-Ability 
 
Not that Q3 is bad, but its not made for SP.

i think what you mean is that q3 didn't have any SP style AI built in (like pathfinding) and only worked in bot style AI which, i would assume, isn't suitable for a SP game.
i only say this because a lot of great SP games were made with the q3 engine and it is a powerful engine. 
Yeah 
It was made by the same guys who made ZenoClash.

They ended up making fake AI markers from uncollectable ammo for DC so that monsters could move. ANd the NPC's I think were all stood on invisible trains. 
 
q3 didn't have any SP style AI built in (like pathfinding)

Actually i think q3 had much better pathfinding, since it had to support bots that knew how to navigate a level. Compare that to q1, where the monsters just sort of randomly hump walls when they don't have a clear line of sight to their goal.

The AI for monsters that act more like monsters would probably have to be written, but i think building it on top of bot code should be possible -- basically make them bots that move slower, don't pick up items, are a bit more stupid, etc.

I think the main missing engine feature in q3 was probably saving/loading your game. You could probably create an SP game design that didn't require save/load (other than basic stats that you can store in cvars.)

This is all speculation though; since i haven't looked at the q3 source or gamecode at all. 
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