Any NFL Jerseys With That??
#28157 posted by
Shambler on 2016/09/24 15:39:16
Sick promo anyway bro :)
#28158 posted by
Rick on 2016/09/24 15:48:56
Yeah, I'm seriously tempted but my next purchase needs to be a video card upgrade so I can actually play games like those.
Why Aren't Posts That Are Flagged As Spam Not Hidden Or Deleted?
#28161 posted by
negke on 2016/09/24 16:59:59
All the mention of spam increases this sites spamgoogle rang!
An Article From Pc Gamer
#28166 posted by primal (nli) on 2016/09/24 22:30:49
#28167 posted by Baker on 2016/09/25 07:48:15
Someone whisper to mankrip that he should recompile start, e1m1 to e1m7 with lit water and put it in .zip and then make some noise about it. Then people will load it up in a supported engine and try it out.
Because he likes lit water, but few people have experienced it ... maybe if people experienced it ...
#28168 posted by Spike on 2016/09/25 10:21:15
that would need lit2 support, otherwise it'll need to either be based on the slightly-different gpl versions and lack textures, or be a copyright violation.
with the original lit format, you can't add lightmaps/styles to a surface that doesn't already have lightmaps, nor move them around
Baker
#28169 posted by
mankrip on 2016/09/25 11:21:08
I've read the replies at InsideQC, but at first I couldn't answer because the Android version of Chrome can't login there, and now I've caught a cold so I'm having a hard time giving thoughtful answers. My head and my whole face was hurting nearly all the time, I couldn't sleep and so far I've used about 200m of toilet paper to clean the dripping from my nose.
But yeah, it's in my plans. E1M4 is a pain to compile though, all those angled surfaces in the underwater cave generate lots of leaks which are very difficult to fix without substantially changing the final geometry. A couple other maps have the same problem. Also, I'm waiting for the release of the next version of TyrUtils-EricW.
Spike: I'm using the GPL map sources for this. Using the textures of the shareware episode isn't a problem, and the textures that are only in the registered version's maps can be replaced with downscaled versions of the textures from one of the retexturing projects.
#28170 posted by Baker on 2016/09/25 11:52:30
How about compiling them with real textures like a normal mapper would?
Unless you think Interpol is gunning for Pulsar for his remake of episode 4
... http://celephais.net/board/view_thread.php?id=61288&start=25 ... or distrans and scragbait for Travail.
If you are concerned, host them on DropBox, you can say someone hacked your private server and stole the maps you made for personal use.
We'll pin it on Mugwump.
Bethesda will issue a warrant for recompiling the Quake maps with the textures in them -- meanwhile Mugwump becomes famous like Carlos The Jackal.
Mugwump will get international book deals like Edward Snowden --- and with the extra tens of dollars from the insane fame from being a rogue Quake mapper that dared recompile the Quake maps --- he'll use those extra tens of dollar to splurge on such things like upgrading from Windows XP to Windows Vista.
Everyone wins!
/And Mugwump should know I'm kidding around ;-)
"We'll Pin It On Mugwump."
#28171 posted by
Mugwump on 2016/09/25 12:26:53
Ha ha, yeah thanks Baker, that's just what I need! Fuck Vista, that's shit on a stick. I'm actually waiting for the cash to buy myself an SSD so I can install the Win7 that's been sitting on my HD for a while.
Tool For Generating Geometry
#28172 posted by primal (nli) on 2016/09/25 12:31:34
http://structuresynth.sourceforge.net/
Structure Synth allows you to write rules to generate 3d geometry. It comes with a ray tracer for rendering the creations and can export into
.obj format.
There are images created with the help of this program on Flickr.
https://www.flickr.com/groups/structuresynth/pool/
If you have difficulty getting started with the very brief documentation, the 2D program that inspired it might help you along the way. It at least gives you much more in the way of examples to try out and modify.
http://www.contextfreeart.org/
I don't know if it would be workable to generate .obj files with it and use OBJ2MAP to import the stuff into Quake maps. You could give it a try :)
At Least The Images Are Pretty Inspiring
#28173 posted by
dwere on 2016/09/25 12:34:31
Mod Contest?
#28174 posted by
Mugwump on 2016/09/26 03:09:25
Nahuel over at QuakeOne is entertaining the idea of a mod contest. If anyone's interested, make yourselves known here:
http://quakeone.com/forums/quake-talk/quake-central/12411-mod-contest.html
Spamalot
#28176 posted by
Mugwump on 2016/09/26 10:45:54
Spambots are getting smarter here... Now they try to look like real people, like this Ravi "person" above.
There would be significantly less spam if you didn't frequently comment on spam posts.
OTP
#28178 posted by
Mugwump on 2016/09/26 12:44:32
I didn't know that commenting after a spam increased the spam attacks. Sorry.
I Think The Point Is That
#28179 posted by
Kinn on 2016/09/26 17:19:29
Replying to a spam post with a worthless comment is also spam. HTH :)
#28181 posted by anonymous user on 2016/09/26 17:37:29
Right. For a moment I forgot about the unfriendly climate around here. This little break through the clouds was good while it lasted.