Kingpin Textures Is Just As Vague As Zerst�rer Textures.
No It's Not
#24769 posted by
ijed on 2014/09/21 22:07:24
Zerstorer had multiple texture styles. And then you changed it to brutality.
A theme should be more than a texture set, like I already told you above.
Forwards Compatible
#24771 posted by Yhe1 on 2014/09/21 23:04:45
Been replaying Foward Compatible. The boss enfocer's attack is still bugged. Can somebody with qc knowledge please take a look into this? The source is released.
The issue is mentioned here:
http://www.quakewiki.net/archives/underworld/quakerev080224.html
Theme
#24772 posted by
madfox on 2014/09/21 23:49:06
While being amused to see my nick as jam theme, it looks obvious to me what the next one should be.
OnlyTruePurpleTex
NotYetIjed
KeepSpiritHigh
OnlyScampies
WhatsUpShambler
SundaysPreach
ToTheFifthElephant
KillAllPixels
WheresZwiffle
Yhe1
#24773 posted by
necros on 2014/09/22 00:01:03
there's no source on that page. how is it bugged?
#24776 posted by
madfox on 2014/09/22 00:10:59
Tere's something with the EndBoss Enforcer.
Shoots in the ground and lacks aim.
Ugh
#24777 posted by
- on 2014/09/22 00:13:51
that such a bad picture of me too :|
#24778 posted by
necros on 2014/09/22 00:14:30
oic, it's inside the release zip...
Also
#24779 posted by
- on 2014/09/22 00:15:17
why the fuck is it apsp3?
Why Not Just Textures?
#24780 posted by
ijed on 2014/09/22 00:56:31
ikwhite/ikblue worked fine.
#24781 posted by
necros on 2014/09/22 01:19:18
line 37 in lieutenant.qc:
launch_spike (org, normalize((self.enemy.origin - (self.enemy.velocity * 0.4)) - self.origin));
launch_spike expects a normalized direction (it directly uses that vector to multiple by speed to create the velocity of the new projectile.
Ikwhite And Ikblue
Were texture and architecture themes.
How About An 'Unreal' Theme For Th Emap Jam
#24783 posted by
nitin on 2014/09/22 01:45:38
could mean many things yet seems (at least to me) to also evoke a particular style (big outdoor areas with vistas, exploratory non-linear maps).
Necros
#24784 posted by Yhe1 on 2014/09/22 03:24:18
Hi Necros, I am sorry, I don't know qc, is that the problem and must the qc be recompiled to fix the issue?
#24785 posted by
necros on 2014/09/22 03:54:14
Yes, it is a qc problem. It was probably a last minute change and he didn't check.
#24786 posted by Yhe1 on 2014/09/22 04:29:20
Well, how much work is it to try to fix this issue. Would like to try myself but I do not have any experience
#24787 posted by
necros on 2014/09/22 04:50:26
#24788 posted by Yhe1 on 2014/09/22 04:58:52
Thanks, this should be uploaded on to quaketasic
#24789 posted by
- on 2014/09/23 05:21:08
I've made some recommendations on the Steam group, I think many of us are officers in the group, so you can edit or add some if you want.
http://store.steampowered.com/curator/70334/?appid=2310
To Those Who Have Had Experiences With Radiant Throughout History
#24790 posted by
czg on 2014/09/23 20:51:32
Does it have or has it at some point had a bug where if you select multiple objects and rotate them, the positions of the objects rotate one way while the actual objects rotate the other way?
Errr.
#24791 posted by
Shambler on 2014/09/23 22:21:24
Is that the Jam3 theme then??
#24792 posted by
Lunaran on 2014/09/24 02:46:15
does objects = brushwork or entities? what version of radiant? is this the 90 degree snap rotate button or free rotation?