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Sweet 
that worked for me too :) 
Metl Fixed The DNS Problem 
so no more host file trickery necessary. Also, celephais.fov120.com was just temporary and does not allow you to log in. 
So If You're On Any Other Forum That Has Links. 
Please post them and let them know.

This place is a bit quiet but there's good discussions and banter when it gets going... 
Well 
I've kept this back for many years, but I thought you should all finally become aware of the new world order...
(lol sry, just jokes)
wait, who's that at the window...! 
Hmm 
i just wonder what happened with the tyranns base map

its been 90 something percent completed 
Yeah 
I would hurt somebody close to me to get to play that map in a finished state. 
Https://www.quaddicted.com 
To give people a way to verify.

www.quaddicted.com SSL fingerprints:
SHA1 Fingerprint =
55:51:B5:C5:89:84:DA:71
7C:6E:F1:84:90:AD:7B:F6
C3:DE:66:D2

SHA256 Fingerprint =
07:74:35:2A:11:54:D1:67
BE:FC:22:10:B1:D1:C9:7B
9B:39:0D:7A:0A:FC:DB:AA
73:EC:F1:25:D6:CE:1D:B9 
APSP1 & Fitzquake085 
So I was running apsp1 to record demos for a future video and there is a strange bug in the map that only seems to happen in Fitzquake085.

The lifts in the map seem to bug out, for example one lift is not centered in the lift shaft and has buggy collision and other lifts act like you are getting crushed when you start moving on them, like there is some invisible wall above your head.

I checked in standard glquake and the map was fine, any ideas? 
DaZ: 
regarding the "lift not centered in lift shaft", it's likely that this lift has "angle" "-1", which is rounded to 0 in regular quake. In fitzquake the rounding is more accurate and it will be rounded to -1.4 with protocol 15, or -0.9998 with protocol 666.

So it's a harmless mapper error that became harmful when engines started more accurate angles to the client.

More info here: http://forums.inside3d.com/viewtopic.php?t=3184

I have no idea about the collision/crushing issues, though, that's news to me. 
 
Nicely DP'd, metl. The damaging lift could be one of Quake's mysterious collision spazes that sometimes occur for no apparent reason. Constantly moving around while the lift is in motion may keep you from taking lethal damage. 
Gotcha 
thanks for the info :) 
Quake II SP Maps 
Compiled a list of filenames of every Q2SP map that I've got stored on my HDD, but I'm sure that there are many things missing.

I'm wondering if any one could help take a look and point out any missing files; http://taw.duke4.net/q2sp_archive.txt 
Pretty Cool 
 
Beam me up, Scotty! 
Quakis 
Here's my old playlist - it's not alphabetical but you can find the actual titles of the releases alongside the authors and the original filenames. The ones listed at the bottom are mostly the latest releases, which I've never played.

Hope that helps.

http://erc.50webs.com/q2.txt 
 
Thanks a ton, this should be handy! 
Question 
some of you know I'm working on a Norse medieval map based on Necros & Tyrann scraps (think rapture or unforgiven for theme), & now I'm thinking of building a small boss arena to follow it. Anyone want to help build some architecture, or anyone have any DKTE3, Rune, Unreal, or Hexen II textured scraps? (djg164@mail.usask.ca). 
Also 
while I'm spamming this thread, I was watching the series RIDLEY SCOTT's.. PROPHETS OF SCIENCE FICTION and I thought, I'd love to hear physicists talk about Lovecraft (Mosig was a mathematician), but that won't happen because no one wants Lovecraft to be a prophet (ie in the future we discover that we're fucked in ways we can't even understand lol). Anyway, as much as I love Arthur C Clarke, I did find this decent semi-recent doc on Lovecraft:
http://www.youtube.com/watch?v=g8PIeFN05rI&feature=related 
Nws 
From The Rmq Forum 
quote - .....Some things:

1 - Upside-down turrets.....


oh no, please, i remember that shitty turrets from Q2 MP2 , and thats was really annoying , avoid this if possible 
Isn't That 
"NSFW" Ricky? 
Spy 
Which thread?

Upside down turrets just means ones that can be stuck on the ceiling. It wouldn't make them harder to hit or anything - the hitbox is pretty big.

I suppose it'd make them a bit awkward for the GL, but easier for all the projectile weapons. 
Ah, Demo3 
Please post on forum, or feedback like this can get lost :)

I know the public forum might seem inert - its because we're averaging 20-30 posts a day on the private one.

Which means we will notice posts on the public one and respond. 
Yeah 
i was referring to the rmq forum at http://icculus.org/remakequake/forum/index.php?PHPSESSID=febcc50956405410ecd36509cf93fd17&topic=123.msg466;topicseen#msg466

It wouldn't make them harder to hit or anything - the hitbox is pretty big.

this sounds fair , just dont give that damned turret too much health , as in rogue's MP it took four !rockets to take it down and the turret was the most common monster in the game , meh

ps. can't wait to see the demo! 
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