Wrath
#3008 posted by inertia on 2004/01/09 17:31:34
I had no idea that such evil still lurked among us. Get away from me.
Wrath:
#3009 posted by
- on 2004/01/09 18:03:29
he only apologized because I banned him from #tf until he did so. I bet if we keep picking on him he'll eventually off himself.
In the famous words of Paradies toward Zan on the Qboard: "Kill yourself, it doesn't hurt and no one really cares anyway."
Inertia
#3010 posted by
wrath on 2004/01/09 20:14:06
what are you? twelve? relax. have a spliff, get over yourself.
Scamp:
#3011 posted by
wrath on 2004/01/09 20:15:05
That quote should be in the bible. maybe instead of that 'thou shall not kill'-pussyfied commandment.
Hi All.
#3012 posted by
DeFrag on 2004/01/09 20:40:08
I've been away.. what happened to QMap & Peej? RL I assume but what's the story? TIA
Well
#3013 posted by
DaZ on 2004/01/09 21:12:58
Peej went globe trotting iirc, cant remember when he gets back... if he comes back =) Qmap died while he was away so metlslime put up this lovely number.
Daz:
#3014 posted by
metlslime on 2004/01/09 21:33:05
peej is "back" but doesn't participate much anymore. He's posted on func a few times, though.
Yog3dm6
#3015 posted by
nitin on 2004/01/09 21:42:21
anyone know how to access the RA area or the quad?
Zan.
#3016 posted by
Shambler on 2004/01/10 05:40:37
http://teamshambler.telefragged.com/zan.txt
Blast from teh past. God what a lot of drivel I talk.
Interesting 3PS Futuristic Story Driven Squad Based Game...
#3017 posted by
Shambler on 2004/01/10 05:51:02
http://www.edbis.com/all/previews/2004/january/alphablackzero_1.php
The way the game is set-up sounds cool, graphics look pretty good, and joy of joys, it is supposed to have coop through the SP game for up to 5 ppl. Worth keeping an eye on maybe.
Quad Updated
#3018 posted by
pushplay on 2004/01/10 21:22:36
My dicking around with the Cube source which I call Quad has been updated. The list of changes includes jumppads and bridges (from the last Cube release), a new sp game mode, the start of my random level generator Sludge, a few new editing commands, and other small changes. As always, feel free to e-mail me with any comments or suggestions.
http://www.cursesandepithets.com/?section=quad
Daz,
#3019 posted by
necros on 2004/01/11 14:48:42
what was that awesome music p2p program you told me about a while ago?
Soulseek
#3021 posted by inertia on 2004/01/11 16:47:12
yeah daz is a slsk whore... he showed me it also
Nitin
#3023 posted by
pjw on 2004/01/11 18:23:09
RA is reached by going through the backside of the tele near RL, and trap door to quad is opened via a switch on the wall in the area above/overlooking LG.
Hey!
#3025 posted by Tronyn on 2004/01/12 19:52:39
I remember someone saying something along the lines that there is something which will fix texture alignment problems when compiling maps created with WC3.3 for Quake (Qbsp compilers don't recognize some of the ways that 3.3 aligns textures..). Is that true, and if so where can I get this?
Right now, just about every texture aligned in-editor is off in-game.
Btw
#3026 posted by Tronyn on 2004/01/12 22:30:05
Tronyn
I remember there is some package of tools and manuals to allow you to edit Quake maps in WC 3 - I'm sure you'll find such a tool in there. I also remember that the guy behind this was Maddes. Maybe this is enough info for google to give you some answers?
Good luck.
Tronyn
#3029 posted by
Vondur on 2004/01/13 05:16:37
I don't remember how i fixed it when making Aghast but I used these tools:
http://orbiter-productions.com/alchemy/#qonverge
Maybe you use them too though. Cannot help more.
Tronyn
#3030 posted by
aguirRe on 2004/01/13 05:22:48
Maybe you could use QuArK as a conversion tool for your map files? QuArK supports many games natively and can probably read the WC3.3 format.
Convert into Q1 inside QuArK and then export using ETP (Enhanced Texture Positioning) format. This format allows for more flexible texture alignments than vanilla Q1.
Finally, one of my compilers can translate the ETP format into a bsp. For lighting, make sure you're using TyrLite 0.94 or later or my Light tool with the -etp option.
Yeah
#3031 posted by Tronyn on 2004/01/13 13:01:34
Yeah thanks guys, I think I've tried using Qonverge's compiler before, but maybe I mixed it up with one of the other Qbsp's I have. Let's hope so.
Vondur: I think you may not have needed to fix it with Aghast, since most of the textures in the map, if I'm not mistaken, are vertically stacked, something that isn't beyond what a normal editor can align (you didn't lock textures then rotate any crates on all axis', did you? hehe).
aguiRe: Thanks, I'll try that. I think I still have Quark on my HD, too.
Tronyn
#3032 posted by
GibFest on 2004/01/13 14:05:43
Is WC3.3 better than 1.6? Are there more features or something? and is it free?