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Quad Updated 
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, 
what was that awesome music p2p program you told me about a while ago? 
I'd Hazard A Guess At... 
Soulseek 
yeah daz is a slsk whore... he showed me it also 
That Be The One... 
 
Nitin 
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. 
awesome, thanks 
Hey! 
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 
Pjw 
cheers. 
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 
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 
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 
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 
Is WC3.3 better than 1.6? Are there more features or something? and is it free? 
Tronyn 
actually i had problems:
some of the texes went 90 degs rotated for some alien reason, so i had to fix that. 
New Quake Mod 
I decided to re-release my Quake mod which used to be hosted at the now defunct mdqnet.net. It's at http://groups.yahoo.com/superduperquake. Unfortunately you'll need a Yahoo ID to download it, but those are free anyway. Screenshots available also. 
Note: 
Post moved from news submissions. Mod releases aren't news on func_msgboard unless they're of significant interest to mappers. 
Gib 
WC 3.3 is better in a few major respects, but nothing ground shattering. Mostly it makes texture work a lot faster. It can automatically scale textures to fit faces or align to the sides of face. Also when texture lock is engaged it also locks them on rotations. Those are the major changes, and the camera movement keys are a little different. Besides that it isn't radically different. It is free, but you have to use Qonverge in order to create maps it in and have them ported to Quake instead of HL. I messed around with it, and the first versions of XL1DM7 were built with it. But I eventually got tired of always having to run the extra steps to get the map compatible for Quake. If you do a map that has a lot of similar architexture it would be good since you could just copy and paste and not think twice about texture alignment. Otherwise, I wouldn't really use it. Cept of course if your doing a CS/DOD/NS/HL map, then its a given. Oh ya, and it's free too. 
What Are 
the commands for loading extra memory in glquake and winquake?

in dosquake, it's -winmem X (16, 32, etc) 
Btw Gib 
Uh yeah it's a lot better, and it's also free. Follow the qonverge link to find a download for it. Texture alignment and camera movement are both infinitely better, as is 3d video support. It's a whole new editor from 1.6a, which I can hardly even use anymore.

Vondur: that's messed up. heh.
Anyway, turns out I hadn't downloaded the patch for dubsp, which can use 3.3's texture alignment! sweet! 
in winquake, it's still -winmem X
for glquake (or any modified ones based on it) it's -heapsize, and in kb, not mb, so -winmem 16 would be -heapsize 16000 
Http:// Groups.yahoo.com / Superduperquake 
doesn't work? 
And... 
...thank god for that :P. 
3 Years Of Free WebHosting? 
Too good to be true? Cheggit: http://order.1and1.com

this isn't shabby crap either... 500mb space, 50 emails, 50 subdomains, php/mysql. But the offer expires on January 21, my wifes birthday.

altho i don't think the 2 are related. i dunno. maybe. 
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