Sounds Like
#246 posted by pope on 2007/02/01 01:43:00
it would be a bitch to explain to the IRS
IRS?
#247 posted by R.P.G. on 2007/02/01 16:59:07
Pah, I would just accept payment in vodka and Russian hookers.
Id Looking For Leveldesigner...
#248 posted by bear on 2007/02/23 02:00:03
Yeah They Must Have Heard
#249 posted by bambuz on 2007/02/26 17:02:34
that the lun is on the move.
Wanting To Make A Quake 1 Mod, Need Mappers And Coders
#250 posted by Phenom on 2007/03/25 21:16:57
Hello everyone,
I am wanting to create a new mod for Quake that is team based, each team has 3-4 "tickets" or areas within the map that they control, if 1 person from the opposing team stands within their enemies ticket area that area will slowly turn sides and be owned by the opposite team, depending on the amount of enemies standing in the ticket area depends on how fast it changes to their ticket. It also has to have custom classes besides the standard Quake guy equipped with shotgun, nailgun, lightning gun etc.. and have different attributes per class, scouts can jump higher, move faster better camoflauge, assault has more armor, heavier weapons but can jump as high or run as fast as a scout. I also want a stamina meter per class ala HalfLife's suit power level. I was wanting to use the "Navy mod" weapons which can be found on Quake Terminus.
The maps would need to be open and constructed not to create much of a bottle neck feel between main bases and ticket areas.
If you have any questions please email me at phenom@evilpsp.com or reply to the thread over at quakeone.com (http://www.quakeone.com/forums/showthread.php?p=24244#post24244)
Happy Fragging! :)
What Would Your Role On This Project Be?
#251 posted by Lunaran on 2007/03/25 23:24:32
Anyone Notice
#252 posted by pope on 2007/03/26 00:18:04
that the url gets cut off, but it isn't even a url due to the (
#253 posted by Zwiffle on 2007/03/26 00:19:18
Anything that's too long gets cut off, url or not. Suchasthisreallylongsentencewhichyouprobably wontbeabletoread,amIright?
Or I'm wrong.
#254 posted by Vigil on 2007/03/26 09:26:59
The URL would still get cut off, but at least it would turn into a proper link without the (.
Question
#255 posted by Urre on 2007/04/12 16:08:19
What would it take to interest any of you fellows to work on maps for Prydon Gate? You ought to know what it is, squeal if not. It does have a mapping guide, a list of official quest maps (or atleast areas) to make, or one could just make inofficial quests as seen by the ELF team, even though it'd be neat if the main game had some progress, not just the (awesome) "fan stuff" :)
Urre:
#256 posted by metlslime on 2007/04/12 21:10:34
Good question. Unfortunately, everyone has their own priorities when deciding what game/mod to map for, but it's generally hard to get people to map for games/mods that they don't actually play (or even know about.)
So maybe just promoting the mod would help, since there is fairly little communication or advertisement across the different quake communities. I'm sure many people here haven't heard of it. In fact, I didn't know it was still in development after I once played it 3-4 years ago.
A Little Link...
#257 posted by JPL on 2007/04/12 23:01:59
... would help !
Well...
#258 posted by Urre on 2007/04/13 08:15:40
"Being in development" is far from what I'd call it. It's been kept alive by various people occasionally jumping out and screaming "why are there no prydon maps" and/or some models/sounds being made at random intervals, mostly by Chillo. There's a thread on I3D where Chillo is posting shots of (tons) of new models he's made for it. Frik did a lot of behind the scenes work a year ago (ish, my conception of time is not the best), but none of that has really been "put to use", as there are no maps.
The ever so beautiful homepage for prydon can be found here: http://www.inside3d.com/prydongate/
and the aforementioned thread with shots of Chillos models is here: http://forums.inside3d.com/viewtopic.php?t=643
The mod has pretty much always had a fanbase of some sort, sadly however consisting mostly of people complaining about the lack of maps, but never doing anything about it. If you manage to track down Frik on your irc channel of choice, or I3D pm, I'm sure you can also get access to the dev wiki, mapping guide and the greatly enhanced unreleased beta version (1.5 I think was the version). Happy breathin'!
Prydon Gate
#259 posted by Spirit on 2007/04/13 09:54:00
I tried it years ago and didn't like it. Now I thought it became better, tried again and didn't like it either. The controls are just too stupid, the mouse feels like I have to move it through mud (and does not listen to "sensitivity"). The inventory and other menu stuff, well, a mouse driven thing would be much much nicer (even if it used the same menu).
I hope 1.5 is much better. :>
Mouse Sensitivity...
#260 posted by Urre on 2007/04/13 11:40:32
...is controlled by some other cvar, not sensitivity, and unfortunately I don't remember what that might be.
My Cursor Moves Slow
#261 posted by Vigil on 2007/04/13 11:56:12
If you're playing SP or you are the server in a multiplayer game, type "sv_maxspeed *" where * is a number higher than 320. The default is 320. If your mouse moves to fast, type a lower number.
I've been browsing the Prydon Gate site.
#262 posted by gone on 2007/04/16 14:04:40
I want such mod/game in industrial/steampunk/post-apocalypse
Hexen II Maps, Money
#263 posted by steven_a on 2007/05/12 13:31:46
Is there any chance of getting some Hexen II maps created. It's a great game - though it does have some wandering puzzles - and there's been a big effort at http://uhexen2.sf.net (mostly Linux but also Win32) recently to kill the final bugs.
Though i know it's tacky - would a $$ prize/competition make any waves.
I love this game.
Well
#264 posted by Zwiffle on 2007/05/12 18:51:17
I personally MIGHT give it a shot IF all the nasty bugs were rooted out AND there was an upgraded engine that I could run it on - for example like FitzQuake. However, I personally think the game was a huge disappointment, and quit playing before I finished it, and so I'm not completely interested in mapping for Hexen 2.
Also, don't offer a Hexen 2 mapping competition (especially for $$), I don't think anyone would join it since there's close to 0% interest in Hexen 2 specifically.
Hexen II Maps
#265 posted by steven_a on 2007/05/13 01:40:03
In H.o.T. the bugs are all gone. The main Dev has gone to riduculous lengths to kill anything that moved. including the little gamecode hiccups that occasionally pop up.
As far as upgraded engine goes - for large maps etc, I dunno about this one.
Main features are:
GL anti-aliasing, multi-textures, gl_constretch and glows, Fullscreen intermission/help-menus, vid mode switching and native AMD64 support (not trivial).
Mouse wheels are now supported (and weapon switching is nicely handled - before the stupid thing would switch to weapons with zero manna) which makes the challenging AI's more beatable.
Hexenworld
#266 posted by steven_a on 2007/05/13 02:21:37
Oh yeah, we also have a nice 1st person camera... and Hexenworld isn't broken anymore. One of my few coding contributions was finding a illegal
nested C loop in the HW code which caused the game to segfault regularly with lightning weapons.
I'm Interested In HexenII
#267 posted by rudl on 2007/05/25 12:09:46
Awesome
#268 posted by steven_a on 2007/06/02 08:36:16
Nice big open maps from the look ;>
Should probably link to this site:
http://ravenhurst.raven-games.com/Main.shtml
Travis has told me in the past the project isn't dead... but the website is pretty quiet.
Beta Tester ??
#269 posted by JPL on 2007/06/29 23:29:01
I'm looking for a third beta tester for my latest project. Trinca and JohnXmas are already involved. Is there anybody interested ? The first who will send an email will win ;)
Awesome!
#270 posted by Urre on 2007/07/13 09:25:35
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