21:59:34 | <onetruepurple> 320
21:59:51 | <onetruepurple> voreballs are 240, except for skill 3 where they're 340 and will outrun the player
#22713 posted by
Spiney on 2013/04/22 00:46:42
Scampie: Yeah but... there's already GPU raytracing stuff all over the place? Might be technical stuff I don't get.
#22714 posted by
Spiney on 2013/04/22 00:49:10
I could imagine some indie game actually making an art style out of the grainy rendering by intentionally limiting it. Before hardware catches up, that is.
I sometimes wonder what if we had all the gpu power we have today but were stuck on 640*480 monitors. You could play some kid that lost his glasses, haha.
640*480
#22715 posted by
RickyT33 on 2013/04/22 00:51:49
Has to be the best resolution evar.
To me it will always be 'hi-res'.
The moment when games were nolonger blocky as a mutherfucker.
Randomize Maps
#22716 posted by
Barnak on 2013/04/22 16:30:34
Is there a way to play the installed custom maps in random order, without knowing in advance which one will load ?
Suppose you're ending a first map. Then Quake loads a random map in your collection, etc, even if it wasn't coded in the previous map.
Is there a mod to do this ?
That Would Be Quite Easy To Hack Into Quakeinjector
#22717 posted by
megaman on 2013/04/22 20:56:13
*hides*
#22718 posted by
necros on 2013/04/22 20:59:13
i don't think that is possible with qc.
And Maps In Order ?
#22719 posted by
Barnak on 2013/04/22 22:02:57
And what about playing all the maps, in order, without having to enter the map name in the console ?
I Think
#22720 posted by slapmap on 2013/04/22 23:14:16
you could call a random map from a list in QC if you encode all the maps in changelevel_touch, like
local float r;
r = floor(random()*(number of maps));
if (r == 0)
{nextmap = e1m2}
if (r == 1)
{nextmap = e1m2}
etc
#22721 posted by
necros on 2013/04/23 00:31:32
oh hmmmm yeah, what you could do is just do a dump of your map folder:
dir /b *.bsp > maps.txt
get rid of some of the random text and such, and then script up a little thing to assign each map to an integer number like slapmap is saying.
W3rd
#22722 posted by
DaZ on 2013/04/23 06:04:19
Open Broadcaster just updated to 0.5 beta and has got some nice features added and bugs fixed. If you wanted to get into streaming but didn't want to pay for Xsplit then this is exactly what you need.
http://obsproject.com/index
Random Map Change
#22723 posted by gb on 2013/04/24 15:20:15
Could probably be hacked into the engine pretty easily.
#22724 posted by gb on 2013/04/24 15:41:08
also, Spike pointed to the DP_QC_FS_SEARCH extension, search_begin and friends.
Another way is a bash script to start a randomly selected bsp file, and kill the engine after each map.
#22725 posted by
metlslime on 2013/04/24 20:16:07
easiest would be to modify "map" or "changelevel" command in the engine to ignore the mapname and load a random one instead. This could be cvar controlled.
Review
#22726 posted by
quakis on 2013/04/25 14:57:49
Really Great Great Awesome Blender Tutorial
#22728 posted by
RickyT33 on 2013/04/25 23:08:10
http://www.youtube.com/watch?v=VmOFRkRjOSQ
Learned a lot in an hour and a half. WAAAAY more than I learned at college today :/
Also The Guy Gives A Full Explanation Of 'loop Cut' In Video 5
#22729 posted by
RickyT33 on 2013/04/25 23:09:17
.....aaaand I realised that it is identical to Hammers clip tool.
What's It Like To Import And Export
#22730 posted by
RickyT33 on 2013/04/25 23:18:17
Quake mdl into and out of Blender?
Well
#22731 posted by
Preach on 2013/04/25 23:21:15
I wrote a script to export mdl out of blender several versions ago, but I couldn't be bothered to keep it up to date with the plugin API changes (the interface was not very stable in those days). I'd recommend the export to MDL via MD3 or FBX routes, since I can provide a converter from either of those formats to MDL.
I Managed To Import Enforcer.mdl Into Noesis
#22732 posted by
RickyT33 on 2013/04/25 23:38:48
Never heard of Noesis before but it seems cool.
Then I exported to Wavefront .obj WETF that is.
That loaded into Blender just fine! No skin though, though it could be there. I dont know enough about Blender [yet]....
Import/export Blah
I dunno why people have to convert a billion times, I'm certain that you just make the model and save it in the required format and it will load in quake. I'm positive in fact.
http://forums.inside3d.com/viewtopic.php?t=1210
That thread has some of the details (and a rant).
Fun With Sounds
#22734 posted by
Preach on 2013/04/29 10:15:56
Don't think I ever saw this on here before
http://www.youtube.com/watch?v=Lgo5BNbiGMo