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
Roulf 
Time to whip out that clip tool. 
#28649 
Not that you will learn much from the one short basic paragraph of info about that mod on that site.

@dumptruck, you're better off just downloading the mod and going through the readme and the Qc source which looks like you already have. 
 
i checked the source and docs
pretty neat stuff

i quote:
------------
Particle systems with QuakeC - packet overflows made easy!
These were modeled after particle systems in high-end 3D apps, they are not the most user friendly entities around...
Emitters generate a "particle" (either a .spr, .mdl or .bsp) and toss it in a direction between the set angle limits. They can use an optional "death" model to simulate anything from rain, falling rubble, blasts of flames, forcefields, whatever... Note that these have absolutely nothing to do with Quake's built-in particle system. When the word "particle" is used on this page, it refers an instance of the model assigned to the emitter.
Effectors change the behaviour of particles that touch them (the emitter must have the "USEEFFECTORS" spawnflag set).
Emitters can be attached to a func_train_ext, for some really neat shit :)
------------

the implementation is different but both are entities emitters and similarly inefficient 
Extrasr4 
Ahh, what a gem. I still love the gravity well effect that sucks in nails and curves them around. Would love to see this in an arena where some wells were by some sort of equipment that warps your bullets. Would make for some interesting ogre fights, esp. flak ogres. 
IRC. 
Is it b0rked for everyone? 
Works Fine For Me 
 
Extar4 Mod 
I used the extar4 for burning barrels, which gave a fine effect on shooting them. Also had a fountain in it, but after five sprite emitters I got an eddict error. These particle emitter is a real memory assult.
The savest way to avoid it was to last it only for a minute.

Mostly used it for the better balanced func_train in PhantomPholly.
The func_water is rarely a real switch for mapping effort. Sad it won't last on spaces longer than 256 units and lacks animation. 
Asfdasfasfasfadffff 
[19:29:23] Connecting to server...
[19:29:23] Connection failed. Result: -102
[19:29:23] Disconnected from the IRC server "irc.quakenet.org`"!
[19:29:23] Reconnecting in 3 second(s)... (Cancel) 
Re: ExtrasR4 
@topher too bad - i was hoping this would be a good fix.

@Qmaster - that + Ogre nades sounds wild. This part of the mod does open up some interesting possibilities. But I was most interested in the sound trigger features. I hope to test the extrasR4 limits soon but if AD has something similar I may just use that for a project. I haven't reviewed the docs for AD yet.

re: particles for torches and similar - Instead of having proper entity based particles if you could have animated alpha textures you might be able to create a similar effect - wonder if this is possible? 
@xage 
An previous version of that site had a dedicated extras R4 page with a ton of detail and screenshots and descriptions.

It would seem that page is no longer there. Maybe has to do with the PlanetQuake abandonment. 
Yes, Looks That Way. 
Most likely the reason you gave. I do remember the previous page years ago and with all the information your describing. It was very cool, too bad it's gone. Maybe it's archived somewhere. 
The Download... 
Contains an html readme. Maybe its the same? 
@qmaster 
At least the page lives on in the download ;-) 
Looks The Same. 
 
Poke Poke 
Gonna poke the community for interest...

How would we feel about having a deathmatch mapjam at some point?

Obviously after a little while and all your creative juices have been refreshed. 
I Personally Couldn't Care Less... 
...unless the maps also have SP capability. I don't play DM. 
#28666 
Sounds like a complete waste of time. 
No Thanks 
I would not be interested, but a noteworthy idea! 
What's The Best Bot Mod? 
I'd be interested in playing some new q1dm bot action. 
Unlike Some Of These Pricks.... 
....as much as I have no interest in DM, why not. There might be people who are keen to push their DM mapping, so it would be a good creative outlet. 
Yeah What Shambles Said 
I remember really enjoying playing against bots back in the day. Never got into real DM though, just didn't have the bandwidth or sk1ll4x 
 
I always use reaper bots but i think that's only because they were popular back when I was paying attention.

I have heard frikbot mentioned a lot more recently. 
 
What's The Best Bot Mod?
I heard (from Baker, I think) it was Frogbot. 
Cheers 
Yes I too played against reapers in the 90s, when I should have been studying.

Ah yes I think I was recommended frogbot in the recent past, and seems I already them installed! 
1 post not shown on this page because it was spam
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.