News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
 
The savegame trick works with Darkplaces for sure. I would expect it to support recording at any time too, give it a try! 
 
Yes, it works perfect

Thanks Spirit! 
Introduction To The FTE Engine 
Nice... 
I have FTE but I didn't know it was quite this feature rich. The heightmap thing is especially interesting.

I know a lot of mappers here would love to have heightmaps as a standard quake feature, I know I would. 
Gabe Chat Part 1 
 
I am looking for some timelapse imagery to use for a building visualisation (university project). Best would equirectangular, some moving clouds, bonus points if it includes a full sunrise to sunset. Can be generated (not filmed) but should look fairly realistic. I have not been able to find anything like this, at least not for free. I have no budget for this so it better be free (but I would _play_ with a pirated one for fun too).

Eg something like http://hdrmaps.com/freebies/cumulus-fractus-at-late-afternoon but as image sequence over at least some seconds. 
 
I think it would help to convince the FTE guy to wrap up and designate a more recent "stable" release. 
Spike 
 
Spirit 
I remember this site, not sure if it's got what you need (seems to have both timelapses and probes, but don't know if probe timelapses)

http://www.openfootage.net/ 
 
cheers, I looked around that site but it's underwhelming. The more interesting Ines cost money.

I am mostly looking for a full 360/90+ timelapse to fill the background of a rotation around my building.

I will look for some standard slow motion timelapses too though, for static camera scenes. Those should be easier to find.

What does "probe" mean here?


--------

someone should write a "minimal distance between info_player_start and a crate texture" BSP parser so we can objectively rate maps. 
Actually 
oh god, I want this for April fool's! objective ratings with eg

number of monsters
weapon arsenal
leafs vs portals ratio (or something like that)
average color
running in dosquake
day of the week of the release date 
WarpSpasm Etc. 
"It's as if some mappers are trying to copy Warp Spasm without actually taking note of what made Warp Spasm a manageable grind - good pacing, good balance, and a great atmosphere. "

"At the time there was a lot of discussion about how grueling the experience was for some. I can understand the sentiment, but unfortunately I'm mapping for me. "

I've been replaying WarpSpasm recently. Once again it is a horrifying but fascinating experience. In particular I am fascinated to remember that I originally managed to get 1/3 to 1/2 through most of the maps without dying. God knows I managed that.

I'm hesitant to say there is a "good" balance or "good" pacing. Nothing feels "good" about it....but it is not "bad", it is EVIL, relentlessly evil. The balance is evil, it is JUST enough to make it playable, the pacing is evil, it is relentlessly and consistently paced to be utterly gruelling for the player.

The gameplay isn't "fair"....but it is immaculately unfair with such deliberation and panache. The combats, the ambushes, the monster choice, the supplies - all laid out to make gameplay that is only just survivable with a feel that nothing whatsoever is stacked in the player's favour.

In short it is an act of cruelty towards Quake players, but done so effectively I still like it even though I don't enjoy it. 
So What You're Saying 
is WarpSpam is the Dark Souls of Quake? 
Kinn. 
From what I have heard, yes I guess? 
Hah 
So I probably should play that then... 
Shambler 
What difficulty / mode are you playing on?

There are hidden Quoth + and Quoth - modes in the start map which make it more and less difficult, respectively. 
Also 
I remember you solving the, for want of a better phrase slaughter puzzle in the secret map as well.

That usually took me 10+ tries to get through on each session. 
 
What does "probe" mean here?

Oh right, I'm referring mainly to those photographs of reflective or matte spheres (or a diffusely convolved cubemap etc...). Captured light from a real scene to lit a cg scene. Actually, I'm not sure 'probe' is correct terminology now I think of it. Afaik in film they're referred to it as that. 
Shambler Revealed 
Pro Motion 
Any pixel pushers here use Cosmigo's "Pro Motion" for pixel art?

It seems to be what everyone recommends, and it appears to rock, but I can't find fuck all in terms of a community/forum for the program. I just need to ask some questions that aren't covered in the docs, that's all :( 
Ijed. 
Skill 2, same as before.

Incidentally I did try WarpC on Skill 0 last night and it is very easy. I'd always assumed that Warp Skill 0 would be harder than Id Skill 2 but it's not that hard.

Hmmmm, Quoth+ mode? Dear god. 
Skillz 
I implement skill settings using my own ability level and innate knowledge of where all the monsters were positioned and how to get every secret as a base marker for skill 2/3.

On skill 2/3 you should be able to struggle through with enough ammo if you're frugal and not dying as long as you don't fuck up or do something stupid, and assuming you have a reasonable level of l33tness. Because of the size I tend to map at a lot of patience and a modiucim of masochism are probably a bonus as well.

As I place enemies I flag about half of them as not easy/normal and about quarter as not normal. And I never test normal or easy myself, trusting that the resources and reduction of enemies will have everything just work out.

People and playtesters who prefer normal and easy skills haven't complained as much as those who habitually play on hard, or maybe they're just less vocal. Although back then I remember a few did praise normal skill for being nicely balanced.

Quoth+ mode is untested as well... I only put those two options in after AguirRe added Quoth- since he found the Quoth enemies too tough. Essentially monsters of the same tier will be replaced with either their id1 or Quoth variants.

I can't be sure, but I think Gugs are rated the same tier as Shamblers. I seem to remember testing it in warpa and facing a horde of Gugs. 
.... 
"I can't be sure, but I think Gugs are rated the same tier as Shamblers. I seem to remember testing it in warpa and facing a horde of Gugs."

Genuine LOL.

A brief look seemed to indicate that Spawn were replaced by Vorelings in Quoth+, while Grenade Enforcers were replaced by Grunts in Quoth-. Something very screwy going on there.

I am guessing the leap from Id 2 to Warp 2 is a vast amount larger than the leap from Id 0 to Warp 0, which is fairly sensible as it makes the maps potentially very difficult but still gives the choice to easy players. 
Yeah 
It's not so much more/less difficult as more/less Quoth enemies, with - mode being suited to extra easy play.

Since it wasn't properly tested in + mode there may well be walkmonsters in wall and all the other issues auto-replacing can provoke. 
The Soap Is A <s>Lie</s> Trap 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.