Yeah and you already explained the corpse drag :p
#21759 posted by necros on 2012/05/05 02:20:23
heh yeah... dunno, just figured i may as well. ne_doom and ne_lend sources are up too now.
Awesome
#21760 posted by sock on 2012/05/05 02:25:27
I love rummaging through other people's source files, always gives me a chance to learn new tricks and layouts. Thanks :)
The Terrain?
#21761 posted by negke on 2012/05/05 15:07:44
First thing I noticed was unaligned wizmet1_2, damnit. Consider this your yellow card!!!
Tip: You can save some lightmaps by increasing the texture scale on larger trigger volumes to some high value.
Negke...
#21764 posted by than on 2012/05/06 12:31:01
is a texture alignment nazi. Seriously, he spots EVERYTHING... even stuff you have aligned to the limits your editor will allow. If it's 1 pixel off, Negke won't be happy with you.
I tried to appease him, but alas, there are still some incredibly tiny misalignments in my map.
Negke
#21765 posted by Spirit on 2012/05/06 13:03:30
I am pretty sure that's why he shaves his head. He could not live with one stray hair ruining the perfect look.
<-kiss It Is My Way Of Saying I Love You :>
#21766 posted by negke on 2012/05/06 14:08:57
I don't shave my head.
<- 00rt
#21767 posted by - on 2012/05/06 14:16:59
get it right, fucker
<- 00rt For Real This Time
#21768 posted by - on 2012/05/06 14:17:23
fuckkkk
Videoz
#21769 posted by DaZ on 2012/05/08 16:23:25
dm3rmx by thannerz - http://youtu.be/ShBqodvHNLA
got a dm7rmx vid done also, will be up tomorrow probably.
Thanks
#21770 posted by than on 2012/05/08 17:07:25
video was cool. You absolutely breezed through that.
It plays much better in Quoth because you only get 2 cells per enforcer, which means the latter half of the map is much more of a challenge.
Also, the early 3 Shambler ambush was designed to scare the player into running forward, but it didn't work right :/ I think I should have made hard properly hard, but I added too much ammo at the end.
Oh well!
Looking forward to the dm7rmx one.
#21771 posted by - on 2012/05/08 21:44:22
YOU DIDN'T SAY 'ello guys' AT THE START.
DO IT AGAIN
I Prefer "ello Treacle"
#21772 posted by Kinn on 2012/05/09 05:59:14
delivered in a gravelly cockney accent.
That RA Stairs Room
#21773 posted by megaman on 2012/05/09 10:18:15
has fantastic gameplay!
Nice Video Dranz
#21774 posted by SleepwalkR on 2012/05/09 10:55:07
have to agree with commenter #2 though - some occasional commentary might be nice.
Heh
#21775 posted by DaZ on 2012/05/09 16:51:51
Just when I think I've got a format that works for Quake videos :)
Might give full commentary a go then and see how it works. While I'm posting, what are everyone's thoughts on the motion blur in this video?
For comparison: http://www.youtube.com/watch?v=ShBqodvHNLA (motion blur)
http://www.youtube.com/watch?v=_6gIOrTXXQk (no motion blur)
I use no motion blur in my half-life videos, but I find that it works quite nicely in Quake. I really notice the 30fps limit in Quake videos and the motion blur helps disguise it somewhat.
I know Spirit hates it :) Just curious what others think.
err at not displaying the weapon and ammo bar :p
Is It *really* Needed? :P
#21777 posted by DaZ on 2012/05/09 18:51:30
I would hide all the ui but I suppose its nice to see my health as I play.
#21778 posted by negke on 2012/05/09 18:56:39
Commentary may be nice on rare occasions, but I find it generally annoying in many playthrough videos (sometimes extremely so, especially if it's an on-the-fly one), and therefore suggest against it.
I dislike motion blue and always turn it off in games. Quake videos in particular do not benefit from it. Quite the contrary - it looks more like bad compression. I'm all for keeping it clean.
I Found The Motion Blur
#21779 posted by SleepwalkR on 2012/05/09 21:19:46
quite distracting.
Re commentary: I would also prefer occasional comments about noteworthy things, like great architecture, lighting or outstanding combat situations. But only if they give additional insights. So definitely not on-the-fly commentary.
I think maybe what I want requires a different kind of video, kind of like a video review with in-depth analysis of the map's gameplay mechanics. I would be very interested in that, but I realize that it would be very time consuming.
#21780 posted by Spirit on 2012/05/09 21:34:51
I just tried hitting the upvote button on sleepy's post. totally agree. might be nice to say "in this next room the author blah blah", maybe with some notarget noclip playthrough, and then "let's see how I manage it".
I do like first-run commentary where the player vocalises his feelings, impressions or explains his reactions. "die, you fucking fuck dog, Fuck!" gets boring really fast. I can't stand commentary where they swear all the time.
Agreed
#21781 posted by Drew on 2012/05/09 22:06:36
and I don't need HUD - prefer it off for playthroughs, I think.
#21782 posted by Spirit on 2012/05/09 22:42:36
but health and ammo display is important! you would not know why someone is retreating or wasting ammo otherwise. imo playthroughs should show exactly what the player himself saw/sees.
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