Telejanos.
#19045 posted by madfox on 2010/07/28 23:28:05
Telejanos72 was the last version with all paks in it. But it has been gone since then.
For developpers it is the true thing
Version 8.02 is much smaller and is the last mini version Tei did publish.
I like to see the fireballs with all that colour.
#19046 posted by necros on 2010/07/29 00:55:21
it's a good thing you sent telejano72. for some reason, mlook doesn't work properly in v802.
sadly, it ended up not mattering in the end because the telejano engine has the same problem for me as stock fitzquake did-- the timing problem with 64bit multicore cpu. :P
Wow
#19047 posted by pjw on 2010/07/29 04:15:17
celephais.com...wtf
That goes on for a while too. I expected some sort of significant conclusion or event or finality, but...nope. Just the same stuff, then it loops.
Dude is stylin
Seconded !
#19048 posted by JPL on 2010/07/29 08:18:00
celephais.com...wtf
Please remove this shit from the internet please :P
Celephais.com
#19049 posted by bal on 2010/07/29 09:31:10
Love your new portfolio metl.
Celephais.com
#19050 posted by spy on 2010/07/29 11:45:38
yay! some russian dude walking and singing something , he was popular in 70th ....
#19051 posted by Spirit on 2010/07/29 18:57:02
who would be up for a mappack of plain/small/easy exploration maps with puzzles, secrets and (almost?) no monsters?
Are You Asking
#19052 posted by Zwiffle on 2010/07/29 19:15:52
about making these or playing these?
Let Me Finish...
#19053 posted by JPL on 2010/07/29 19:56:19
... my latest project first....; then maybe....hhhhmmmm... if I have time, I could participate ;)
Spirit
#19054 posted by necros on 2010/07/29 20:06:36
i would be interested, it's just that doing puzzles in stock quake is seriously annoying. even quoth isn't all that great. maybe i've just spoiled myself by just coding up whatever i want whenever i want it, but i just can't get psyched about doing puzzles without that ability. :(
Necros...
#19055 posted by JPL on 2010/07/29 20:39:50
..please don't under-estimate yourself ;)
#19056 posted by Spirit on 2010/07/29 21:55:12
I do not mean crazy puzzles, more map exploratory ones. I should try to make an example.
Spirit
#19057 posted by JPL on 2010/07/29 22:17:12
Do you have something like a maze in mind ?
Spirit.
#19058 posted by Shambler on 2010/07/29 23:31:06
I like the sound of that. Particularly with a few monsters thrown in to keep players on the toes (and enhance the atmosphere) and some cool fresh designs. Get Neggers on the case.
Quake Sprite Data
#19059 posted by necros on 2010/08/01 00:12:01
is there some document out there that explains how the quake sprites are loaded? i've been thinking about making some kind of sprite editor because the one in adquedit is pretty dated (as adquedit itself is).
i dunno if i'd be able to do it or not (since sprite files aren't plain text, but rather actual data) but i figure it'd be worth a shot.
Necros:
#19060 posted by metlslime on 2010/08/01 01:15:19
I don't know of any documentation, but frikac's Fimg program can edit them, and I think the source is available? Otherwise I guess the engine source has loading code that should suffice. I also have an unreleased spr2pcx command line tool that could be useful if you'd like to see the source for that.
Sprites
#19061 posted by madfox on 2010/08/01 02:00:38
I once went playing when I made the GLDoom sprites converting in Quake. All I could find was an old sprites.qc
http://members.home.nl/gimli/SPRITES.QC
Something in the logic of the frames goes beyond my knowledge. Then I found FricaC FirmG which was an outcome to add the Doom Sprites.
Here on Q10th-Anniverse:
http://www.quakeexpo.com/booth.php?id=8&page=33
Holy Shit
#19062 posted by necros on 2010/08/01 02:19:22
i feel like such a chump now. been using adquedit for sprites since forever and fimg is about one billion times better. -_-
thanks for bringing that to my attention. :)
World Of Level Design 11-day Contest
#19063 posted by Zwiffle on 2010/08/01 23:17:56
Blargh
#19064 posted by negke on 2010/08/04 17:51:45
Gotta love it. Just spent hours tweaking and optimizing my map to lower the edict count so that it wouldn't exceed the limit on the extra game mode where lots of stuff happens at once on mapstart. Then I marginally changed a gameplay situation to see how it would work out (basically only removed a counter and relinked a few corresponding relays) and suddenly the edicts load is down 20 (30) points for no apparent reason. Hooray for the waste of time and cut entities.
The pointe is that almost the same thing happened to me before when dealing with the bmodels limit... :P
Though it's always amazing how much you can do without using many additional entities, making ents execute two actions at once...
gb: shut up. ;)
Bleh
#19065 posted by madfox on 2010/08/04 18:37:52
gb didn't shut #19024 up.
Hope he'll make it to the next 40.
If Only
#19066 posted by ijed on 2010/08/05 20:07:36
There were some new uberengine under development.
#19067 posted by Spirit on 2010/08/05 22:10:16
There is, but jdhack is too shy to release it.
Heh
#19068 posted by ijed on 2010/08/06 01:09:28
Darkplaces
#19069 posted by necros on 2010/08/08 19:48:37
is there a command similar to 'profile' in darkplaces? 'profile' seems to be removed.
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