@Yhe1
#21513 posted by
quakis on 2012/03/26 19:54:25
Try check the upper floors of the cartographer's place. It's the building in front of you after exiting the first house, just after the archway. There's an iron gate leading to a balcony there.
#21514 posted by yhe1 on 2012/03/27 05:07:12
Thanks, got it
Sigh
#21516 posted by
Vondur on 2012/03/27 09:19:42
now this linseo4601blog have registered here.... slime please do something about this scum, i'm tired cleaning its shit :(
Vondur
#21518 posted by
negke on 2012/03/28 19:42:22
If I made you a set of tits prefabs, would you use them as light sources throughout your map?
Sure
#21519 posted by
Vondur on 2012/03/28 23:51:07
one cannot let tits rest in oblivion!
PLEASE!!
#21522 posted by
Shambler on 2012/03/30 10:52:45
function validate(f)
{
var errormsg = "";
var temp = f.body.value.replace(/<\/?[biq]>/gi, "");
if (f.title.value.search(/\S/) == -1 && temp.search(/\S/) == -1)
errormsg += "Title and body cannot both be empty.\n";
if (f.body.value.length > 5000)
errormsg += "Maximum body length is 5000 characters.\n";
if (f.body.value contains "linseo****blog")
window.close;
elseif (errormsg.length == 0)
f.submit();
else
alert(errormsg);
}
Lol
#21523 posted by
RickyT33 on 2012/03/30 11:23:17
Yeah - but please, block Shambler before he posts about his.... spam protection scripts?
WTF?
#21524 posted by
JneeraZ on 2012/03/30 12:07:21
Or just make it so you can't post unless you're logged into a valid user account? And then delete the spammer account.
Profit?
Well...
#21526 posted by
metlslime on 2012/03/30 20:41:18
since the linseo guys are so consistent, I may actually block based on username in this case.
I also should make it possible to flag discussion threads as spam -- right now moderators can only edit them, not censor them entirely, unlike news threads -- which is why you see those threads called "deleted".
Also I recently created a one-click spam flagging system for posts, which i've been using for a few months. It was my first attempt to do something with AJAX, and since it seems to be working without any bugs so far, I should make it available to moderators too.
I also never addressed the problem of spam user accounts, but since the linseo guys are now creating one per post, I should add the ability to flag them too.
One thing I really don't want to do is add any inconvenience for users -- so as long as moderation works well enough, I will leave anonymous posting open. If the volume of spam ever increases to where it's unmanageable, i either have to improve the UI for moderators, create some automatic filter system (i.e. automatically flag things as "likely spam"), or close anonymous posting.
#21527 posted by
- on 2012/03/30 23:12:02
I'd just like it to be know, 100% of the spam was while I was not moderator.
Explore Or Die
#21528 posted by
DaZ on 2012/03/30 23:19:37
By Speedy. I missed this one when it was released, cool map!
http://www.youtube.com/watch?v=ThOMMiITtEs
Daz:
#21529 posted by
metlslime on 2012/03/30 23:28:14
also try his map "cogs of conflict"
Daz
#21530 posted by
sock on 2012/03/31 00:31:45
Interesting idea with the exploring, but the map felt flat with too many low ceilings, it lacked vertical gameplay elements. The ending was just strange and did not make any sense, I was expecting more.
The Ending...
#21531 posted by
Preach on 2012/03/31 00:40:22
...was intended to weed out people who didn't use coloured light.
Metlslime
#21532 posted by
SleepwalkR on 2012/03/31 01:34:05
Add more moderators maybe? Means less work for each.
Sleepwalkr:
#21533 posted by
metlslime on 2012/03/31 04:17:48
if necessary, but the main point i was making above is that there are a lot of things moderators can't currently do (flag discussion threads, flag individual posts, flag user accounts), so i need to add those features. Right now they can only flag news submissions as spam, and they can edit, but not remove, discussion threads.
Sure
#21534 posted by
SleepwalkR on 2012/03/31 13:10:42
I was just saying that because the existing mods complained that there was too much spam for them to handle. I like your policy of not changing the board's mechanics if at all possible.
#21535 posted by
Spirit on 2012/04/01 11:36:25
The Quake HD Ultra Quality Sound Pack Remastered 2012 pack is a project to finally introduce the world to a better and improved aural experience in Quake. Quake came out in 1996, 12 years ago. Back then computers used much inferior sound hardware from what we have today. The Soundblaster could only playback 11kHz sounds, so that was what id Software used for the game sounds of Quake. The soundtrack on the other hand was released on CD, so they could use 44.1kHz for it. However, 12 years ago CD audio was still in its early days, sound engineers vastly improved the capatibility of audio hardware and especially CD mastering mechanisms. So, just like the game sounds, the Quake soundtrack leaves a lot to be desired for the audiophile's ears.
As a connoisseur of audio architecture and aural design I decided to remaster all the sounds of Quake to give the world an experience like id Software would have released, if only they had the technical options back then.
Quake HD Ultra Quality Sound Pack Remastered 2012
Example screenshots of the waveforms and spectral patterns:
Original:
http://www.quaddicted.com/_media/random/20120401_doorswinch2_old.png
Remastered:
http://www.quaddicted.com/_media/random/20120401_doorswinch2_new.png
Sounds Truly Horriffic...
#21536 posted by
Mandel on 2012/04/01 12:40:36
...in a good way! That's the way Quake was meant to sound. Plays perfectly with the "Much Obliged" episode.
Spirit
#21537 posted by
than on 2012/04/01 13:21:32
Nice work! Shame I just played Honey without it (was still AMAZING :) )
These are purely remastered versions of the id sounds right? Everything sounds like a sexier version of the original game sounds yeah, no weird beatboxed stuff or monster impressions? :)
This isn't news worthy?