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Wet dog on a pier after a swim. 
Got A Job! 
So I got a job today after almost 18 months of unemployment. It's nothing creative, just a call centre job.
Depending on peoples POV I will not be frequenting the forum quite as often (when the job starts in just over a weeks time)... hopefully I wont be less active in a mapping sense, I suppose I will have to focus on the task a lot more.
Hopefully I will finish my SP map before the job starts, I'm sure with my financial stress being lessened I will be able to concentrate a lot more on completing it... 
Congrats! 
 
Quake 2 On VR Glasses 
... 
"Depending on peoples POV I will not be frequenting the forum quite as often "

I typed this out completely wrong.... looked like I was trying to emotionally blackmail people into making me visit!
What I meant to say is... I will end up visiting less often as a result which may be good/bad depending on peoples POV...

Quake 2 on VR?! Finally, a real game! 
Congrats! 
 
Congrats On The Job Dude 
Also:

You never know, you might be a map-by-night guy like me ;) I go through spats and fits of it. Great way of unwinding, I find my eyes are affected these days. Over-exposure to monitor light. But if my eyes still feel fresh at the end of the day, I often feel motivated to do stuff :) 
My Mood Has Improved 
... already!

I got into a discussion with a friend about a moment in bioshock in which a bridge builds itself as you walk across it. I said it might be possible to make it in quake and so I did. It's pretty neato actually. I'm definitely going to stick it in a map at some point.
Also Ricky, did you see my stuff in /help about making glass in quake? I know you love to make glass in your base maps. Just putting a key of alpha (scale of 0.1 to 0.9) on a func_wall or other brush entity will allow you to have full textured glass (rather than flat boring single colour water fake things). Sure it wont work in bog standard quake, but who plays winquake or quake.exe anyway right? ;) 
Oh 
I already knew that. But yeah - I was doing it for backwards compatibility. GLQuake will be a lot of peoples first experience of a Quake engine. So I try to make my maps work in GLQuake. 
Hmmm 
I think if anyone is playing quake in 2013 they're most likely playing with a custom engine. If they're using standard quake it probably wont run unless you keep the poly count and monster/entity count quite low too (which in the case of StarkMon I'm not sure it would work in glquake, unless it does?)
I'm may be cynical in my thought process with it. Plus if they're a total noob then they might not know about the r_wateralpha r_novis console command either...
I dunno, am I championing a losing battle here? :P
Seems like everyone wants to cater for glquake/winquakers! 
Well 
The only thing they have to do is use Quoth.
Quoth fires the 'r_wateralpha 0.2' command when the map loads :)

It's no biggy - I used 'propper' glass in the RMQ Winter 2011 demo. Big map too....

http://icculus.org/remakequake/RMQInstallerWinter11.zip 
Starkmon Does Work In GlQuake Btw 
It's right on the triangles limit. The far-clipping thing is an issue though 
Aye... 
though I suspect the bundled quoth maps are probably at or beyond the limit... again, anyone playing quoth are most certainly going to be using a custom engine aren't they?
Plus if the glass texture is nice enough then perhaps it wont matter in the standard engine that it isn't transparent? After all, the terracotta textures (like the ones found in gloom keep) have non-transparent glass...

Not saying it's not nice for folk, almost charitable in fact, that they're trying to support the standard engines, but... why bother? haha :P 
 
no, the original quoth maps all work in normal limit engines (ie: glquake). They were specifically designed that way. Later maps were up to their author's discretion though. 
HackaThon! 
Fallout Monopoly 
Just Played 
the quake expansions today... Armagon started off ok and the quality of the levels really dropped off at the end.
Not played much of dissolution yet, but seems way harder than normal quake, not really a bad thing. 
EPICNESS 
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