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Heh 
Now for the mods. 
Hmm 
Are there cvars for brightness and contrast? For some reason, launching mods with different engines resets my settings for brightness, contrast, and resolution. Just want to have the cvars to drop in my autoexec. 
@sevin 
cvarlist in console? 
 
The brightness cvar is "gamma" and the contrast cvar is "contrast" 
Researching My Tutorial Vids 
...and found this old article.

So cool to see an article written by someone John Carmack really admired touting the young upstart's work.

Quake’s approach, which I'll call surface-based lighting, preprocesses differently, and adds an extra rendering step. During off-line preprocessing, a grid, called a light map, is calculated for each polygon in the world, with a lighting value every 16 texels horizontally and vertically. This lighting is done by casting light from all the nearby lights in the world to each of the grid points on the polygon, and summing the results for each grid point.  
That Articuhl 
Was really neat! I rejoice in seeing content from the old websights I used to visit. Of them only Gamasutra is left. 
Thanks Eric 
 
 
dumptruck_ds

for the tutorial, i think it's a good idea to do many examples of using the clip tool, vertex tool, brush tool and duplication when you are building a map, and how you should try different ways until you find what's your prefered way. 
Secondary Monitors 
Is there a trick to getting quake to appear fullscreen on a secondary monitor? When I go fullscreen it always moves back to the primary, even if the window was on the second monitor. Running Windows 7 if it matters. Does using a particular engine help? 
@topher 
Thanks - I will include those ideas for sure. TB especially has a a lot of methods to accomplish the same task. 
@Preach 
Quakespasm had that problem and it'll be fixed in the upcoming release. I'm not sure how other engines work on multimonitor. 
Mukti-monitor 
Spread windowed is the only way I've found...helps if you have the fov cranked up too. 
Sort Of Like Broken Old Car Air Conditioning 
Spread windowed and fan cranked up 
 
Floating Medieval Fantasy Libraries! 
So are the Quake monsters literate? 
A Modest Suggestion 
I'm a mere lurker and nonmapper, but is there a place where I can suggest necros' "The Altar of Storms" as the theme for the next map jam? The Ayleid ruin style works so well in Quake but no one else has ever used it! 
@venderant 
This is the right place to make a suggestion like that and I don't see why not. It's an interesting idea to be sure. 
Link To Altar Of Storms 
If You Do Altar Of Storms Jam.. 
..hit me up, I have a great idea for a boss (and the will to code and model it etc...) 
 
Can I also pitch a Travil Jam then? its been 10 years 
 
This place looks surprisingly good on my mobile.

Web 1.0 is still the best. 
TBH 
Travail jam wouldn't be an inspiring theme except for reasons of name-dropping. Could be either semi-realism style of the first episode which most people seemed to dislike for unspecified reasons, or DKTe3 theme with grindy horde combat which could then be called DKT jam right away. 
Uber Mod (The Keep Mod) 
Getting closer to a pre1.0 release.

Uncompleted Tasks:
• Readme (at 30%)
• Archive map
• At least one of these unfinished maps that make use of the mod:
-▪"" (Egyptian Coagula map)
-▪"Subterranean Mine" (Large tech base/factory)
-▪"" (Egyptian pyramid insides)

Future plans:
• Uber map (no peeking! no hints! Keep rearranging too much anyways)
• Uber episode:
-▪Still mostly in planning stages
-▪Considering making a collaborative community project...not sure how well I can "corral" peoples' efforts toward my overall vision and pacing from map to map. Prerequisite is to finish the plan and compile into a master project guide with theme notes for each map along the journey path, encounter ramp up pacing and new enemy schedule, and weapon release timings. 
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