Phait...
#2188 posted by JPL on 2004/07/09 09:51:21
... is cheater... for sure ;D
Grid
#2189 posted by Kell on 2004/07/09 11:20:54
For me, changing the grid setting while mapping is like changing which foot my weight is on while walking.
Also:
grid settings of 7,19.5, and banana
Most of kdmw was built on a grid setting of banana.
You can tell, can't you? :(
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#2190 posted by necros on 2004/07/09 14:02:06
I Own... multi-sided dice
i'd like to see a one sided die...
13.4 ... O_o
Necros
#2191 posted by - on 2004/07/09 19:32:02
Just make a moebius strip and mark a 1 on it. Throw it around to your heart's content.
#2192 posted by HeadThump on 2004/07/09 21:33:26
19.92
Round it off at 20.0 percent for taking an on-line test.
16.765...
#2193 posted by distrans on 2004/07/10 02:14:12
...to be expecred, I guess.
Though the board seems to have a lowish geek factor. Nobody over 20 yet.
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#2194 posted by necros on 2004/07/10 02:57:05
the thing is there is a lot of stuff to know on there. half the questions contained things i had never even heard of. honestly, i like to see someone get over 75% questions right.
25.44379% - Total Geek
#2195 posted by inertia on 2004/07/10 04:08:50
must be all the linux rapistness
Wad Do I Wrong
#2196 posted by madfox on 2004/07/10 11:40:25
Although I searched in the manual of Quark64 for the facility of transporting new textures in the program, I just can't get it right.
Everytime I open a map with my own textures, the new 3D texture screen give me a lot -can't find texture..-
As A
#2197 posted by madfox on 2004/07/10 12:06:00
17.357% geek
MadFox
#2198 posted by aguirRe on 2004/07/10 14:11:53
You've got mail.
Holy Shit
#2199 posted by pjw on 2004/07/10 14:35:08
~35.7%
Does that mean I win or lose?
If You Take The Test
#2200 posted by starbuck on 2004/07/10 14:53:27
you automatically lose
Pjw
#2201 posted by Kinn on 2004/07/10 15:02:43
But you're a hotshot Quake IV mapper - so I guess it's a win.
"hotshot"?
#2202 posted by pjw on 2004/07/10 15:59:39
Bleh. There are a shitload of people in the mapping community who are just as talented as I am (or more).
A fair part of getting that gig was previous experience, persistance, and simply being in the right place at the right time.
Granted, my absolutely gigantic genitalia might have had something to do with it.
Hung
#2203 posted by Kinn on 2004/07/10 16:33:32
Granted, my absolutely gigantic genitalia might have had something to do with it.
Cool. Any chance of working that into some sort of Quake IV easter egg?
He He He
#2204 posted by HeadThump on 2004/07/10 17:17:27
Put a Quake IV version of RPG's Penile Devestation in there as a secret level.
I'm just glad that there are those who scored higher than me, but then again, I am more freak than geek.
...
#2205 posted by necros on 2004/07/10 18:52:30
this is not really mapness, but more of a technical question on quake. so it's more a question for engine coder dudes (metl, aguire...)
specifically, how does quake handle sound playing?
channels: how do channels work? i know basically that you can only play one sound on a channel, but there are only 8 channels available in quake, and i've heard more than 8 sounds at once coming from different entities (like maybe 10 different monsters awakening and all playing their sight sounds)
but a single monster playing sounds on the same channel will cut off the previous ones (an ogre playing it's sight sound will cut off with the pain sound if shot)
so exactly how does sound playing work?
Another Q1 Sound Question
#2206 posted by Kinn on 2004/07/10 19:18:49
I've always wondered what the exact correspondence is between the attenuation value and the "radius" of the sound. If I knew these values I guess I could place ambient sounds in the most optimised positions possible; ie maximising sound coverage of an area whilst minimising sound overlap.
.
#2207 posted by necros on 2004/07/10 20:18:38
there are different attenuations for different emissions. regular sounds like monsters and guns are attenuation 1, whereas ambients are 3. obviously, this is some type of multiplier that the engines uses to calculate the volume from distance value. i find ambients tend to be heard about 512 units in diameter with origin as center... can't verify this however.
Vertical Up Or Down Movement
#2208 posted by JPL on 2004/07/12 04:06:24
Related to RPGDM1 last DM map, I would like to have some information about Vertical up or down movement.... I tried to extract RPG's map with my editor in order to understand how you built the ladder... but I didn't find what I was looking for very clearly (perhaps I didn't look in the right direction...)... I mean, how do you allow the player to walk verticaly up in front of the ladder ??
Thanks
Q1 "ladders"
#2209 posted by Kinn on 2004/07/12 04:49:17
Are just very steep staircases made of clip brushes. Nothing more, nothing less.
Kinn
#2210 posted by JPL on 2004/07/12 04:59:56
OK !! It explains why I didn't find the stuff: all staircases were not fully translated into polygons after conversion (it appears some "hullxxx" in the .map file) and thus they were not clearly visible in the editor.. Thank you very much... It was another stupid question from the beginner I am... ;P....
JPL
#2211 posted by aguirRe on 2004/07/12 05:49:50
RPG kindly released the source map for RPGDM1 along with the bsp, so you can load that into the editor instead.
AguirRe
#2212 posted by JPL on 2004/07/12 06:08:38
Thanks, I'll take a look with a lot of care this evening...
Bye...
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