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I can spread info on Quake World discord when you'll be ready to start this Jam. There are few active mappers there and lots of players, so you'll be able to confront your design with reality :D 
Call It Something Else And Not Another Goddamn Jam 
 
 
What makes a jam a jam? 
 
#28768 fruits? 
And Sugar 
making design / planning documentation public (...) i.e. sketches, flow charts, etc.
Could be a valuable resource for novice mappers. Approved. 
Mukor 
Maps, varying in size and quality. That's what makes a jam a jam. 
 
Thief 
I remember using a vodoo2 on Thief.
It was the same period of Unreal, and I had lots of gl_drivers on my computer.
There are no editors for this game, right? 
Using The Red Cross Symbol... 
http://www.pcgamer.com/how-the-prison-architect-developers-broke-the-geneva-conventions/

Using the red cross symbol in your game can result in attention from the British Red Cross. Why this particular game attracted the attention might not be entirely clear. 
#28774 
The Thief game/map editor is called DromEd. You can find more than one video on Youtube about it. 
 
DromEd is pretty ancient and archaic though. Getting scenes done takes quite a while, though a huge advantage over Quake is that you directly edit the game map file, so you don't need to compile it. That means lighting actually exists and you can modify it in real time, among other cool stuff. I'd love a TB-like editor as an alternative though. 
+1 For The Counter Spirit 
+1 For Welcome To Last Week's Beef. 
Number of retrojam maps that dumptruck has released that DON'T have a really fucking stupid name that takes longer to type than to play the map:















0 
Sahmbles 
Not using an engine with autocomplete? 
@shambler 
I assumed Fifth would rename it for the final release. Never again!
8-P 
You Ain't The Boss Of Me 
 
Boss 
there was a time long before I dear to post on this board, I really believed shambler and other nicks were the creators of quake monsters, like tim willits would be metlslime. 
Shamblernaut #28765 
Yes, agreed about documentation. Hope I don't loose this announcement. 
XCOM 2 Long War 2 Mod Released 
It's baaaaaaaaack https://steamcommunity.com/sharedfiles/filedetails/?id=844674609

It's XCOM 2 hard mode with more in depth mechanics, expanded strategy layer and shit ton of new enemies, items and weapons etc.

The AD of XCOM if you will... 
 
yeah, i saw that a few weeks ago
it's ready now 
UnrealHD (High-Res Skins) 
In case anyone missed this project, I released it on Moddb a while back.

This mutator for Unreal 227 and UT99 will replace all those old, blurry Unreal/RTNP skins with detailed, high-res versions. Unlike most skin projects, almost everything looks identical to the original from a distance, but far more detailed close-up (no more pixelation). Each skin has been manually reworked (no simple filters or cheesy sharpening techniques used). The most obvious improvements are with the big meshes, like the Titan. Most skins have been increased from the original 128x128/256x256 to 2048x2048/4096x4096.

View more information and download here:
http://www.moddb.com/mods/high-resolution-unreal-skins 
XC2LW 
Shurely the AD of XCOM with Skills 0-2 missing?? 
 
i managed to do an hollow torus
it was trickier than i thought

do you think it would be useful to have a tutorial for this? like that old czg's tutorial, but for trenchbroom?

http://imgur.com/a/hf2KG 
Hell Yeah 
That looks pretty spiffy! I'd be interested on the technique especially that you made it hollow as well!

Due to the absence of a brush skew feature, all curve guides end up in a roadblock. 
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