News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
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! 
...2 Rockets 
 
 
I like ceiling turrets (the Doom3 one looked cool), but I agree that the ones in the Quake 2 mission pack were annoying as fuck and not even very interesting looking. We can probably do better...

now I'm thinking of Bioshock and hacking turrets to shoot monsters instead. Hmm. There could just be a laptop nearby that allows the player to reprogram them. Depending on who the player char is - some are obviously military and would know passwords etc, others might not. 
 
thanks for that link ricky, it just became a central talking point at a work christmas meal attended mostly by critical theory lecturers. i'm not entirely sure how that happened. 
 
If it's not squishy it's generally not fun to shoot, especially in a more horror themed game like Quake. Turrets are kinda dull except for the odd puzzle/obstacle area. I wouldn't put too much thought/effort into them :p

Though Quoth Bobs are fun, but mainly because their movement makes them fun to fight and the way they crash and explode makes up for the lack of goo. 
I Like Turrets 
I liked the ones from OUM for example. I also like them in HL. Having them allows for a different style of approach - unlike the myriad of quake foes that just run straight for you. It's kind of like a base version of the vore, maybe, depending how it's done. slow (or in this case no) movement, and a duck-and-cover type of approach. I also like the idea of having to avoid their fire until one can reach a switch or power source to deactivate them, as I assumed was the case in HL1 for so long. 
1 post not shown on this page because it was spam
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.