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Oh 
Very cool. Thanks for all the info everyone. I was actually talking about vanilla Quake, but I assumed some of the features sock just mentioned for AD were vanilla Quake, so that's very neat. I didn't realize only AD added a nightmare spawn flag. So in base Quake, the only things that changed in nightmare were monster pain responses, ogre/shambler attack speed and vore ball speed/agility? And Cthon health/prediction if we're being picky. And between easy -> hard it was just monster count and item pickup counts? Didn't realize it was so primitive, I guess I assumed more of the features I'm used to in AD were actually vanilla. 
One More Question 
Do demos persist through death or do you need to start a new one? 
No You Need To Record Again 
Mark V has an autodemo feature that keeps your last three lives as demos. I think it works. Haven't had any luck though. I have no idea how to use it properly as there is no freaking documentation for the engine. You have to guess, scroll through cvarlist for clues or search the thread here.

Will some kind coder please update demotools (or something similar) to stitch together Protocol 666 demos? I die at least once per map and oftentimes need to stop and continue later. WOuld love to be able to stitch demos together into one. 
 
Didn't realize it was so primitive
Heh, 1996 was still videogame Middle Ages... PS1 had democratized 3D only one year before. 
Mug 
I'm sort of comparing to what I thought vanilla Quake was, even though some of that is AD. I think that's one of the hardest things to keep up with as a newcomer; the variations of the standard features of Quake. What's vanilla and what's not? Hard to keep track of that. 
 
what is the command to force quakespasm spiked to run in a window? Thanks! 
 
Add -window to the command line options. 
John Carmack Archive – Interviews (PDF) 
I Need A Level Design Affine Person Who Could Take A Look At My Map 
I've got a map almost ready. It would be awesome if someone could take a look at it, and comment on "good level design" without playing it, before I do the final gameplay balancing. It would probably mean notargetting through it following the player path and pointing out stuff that doesn't work.

Gameplay currently has only hard, and it should be nightmarishly hard. I would like to balance it after all geo changes... 
*mostly Visually 
 
Http://www.celephais.net/board/view_thread.php?id=3&start=14907 
as well :) 
But But, It's Not A Screenshot Or Beta! :D 
 
Megaman 
mail me at maikfranzxaver et gmail d com 
@mfx Awesome, Will Mail You Later Or Tomorrow! 
 
6 Months Into 2017 
And we're at 45 Q1SPs released: https://docs.google.com/spreadsheets/d/1pOvZYeX_ThrAkVxgCEkCwuQPrQeSASGSmmqwyrqya6k/edit#gid=0

With QUMP, Jam 9999, and the Episode Jam potentially coming within the month, can we cross 100 releases by December 31st?? 
Micromaps 
Bite sized chunks that are easy to quickly finish....otherwise no we will probably hit around 75 maps this year. 
 
Bite sized chunks that are easy to quickly finish....otherwise no we will probably hit around 75 maps this year.

Can you give an example of a map that fits this description? How long should it take to play through? 
Jam9_otp 
 
987hjhcx 
fuck off otp 
 
The first map I made (which is going to be in QUMP I think...) only takes a minute or two at most to play through. It took me a while to make it but that's mostly because I was using TB1 and a total noob at the time, so making something like that today would be relatively quick and painless. 
Pritch 
Ooh, cool to see seasoned mappers' first try at mapping, even if it's not on the level of their later work. I must say I'm really curious to see how this QUMP project is gonna turn out... 
 
>Seasoned
>Pritchard

I only have one release lol 
Still, 
more than I can claim. And a pretty nice one at that! 
 
Three cheers for EricW and all that he does for the Quake community. 
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