I'd Hazard A Guess At...
#3020 posted by xen on 2004/01/11 15:46:53
Soulseek
#3021 posted by inertia on 2004/01/11 16:47:12
yeah daz is a slsk whore... he showed me it also
That Be The One...
#3022 posted by DaZ on 2004/01/11 17:46:25
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.
!
#3024 posted by necros on 2004/01/11 19:14:38
awesome, thanks
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
Pjw
#3027 posted by nitin on 2004/01/12 23:29:09
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
#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?
Tronyn
#3033 posted by Vondur on 2004/01/13 14:38:25
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
#3034 posted by bondo on 2004/01/13 15:34:35
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:
#3035 posted by - on 2004/01/13 15:49:15
Post moved from news submissions. Mod releases aren't news on func_msgboard unless they're of significant interest to mappers.
Gib
#3036 posted by ProdigyXL on 2004/01/13 16:23:02
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
#3037 posted by Tronyn on 2004/01/13 16:28:30
the commands for loading extra memory in glquake and winquake?
in dosquake, it's -winmem X (16, 32, etc)
Btw Gib
#3038 posted by Tronyn on 2004/01/13 16:30:33
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!
.
#3039 posted by necros on 2004/01/13 17:13:41
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
#3040 posted by starbuck on 2004/01/13 18:20:26
doesn't work?
And...
#3041 posted by Shambler on 2004/01/14 04:48:17
...thank god for that :P.
3 Years Of Free WebHosting?
#3042 posted by monsto on 2004/01/14 05:24:32
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.
Necros
#3043 posted by R.P.G. on 2004/01/14 13:12:46
Actually, 16mb = 16384kb.
Monsto -- Yes There Seems To Be A Catch
#3044 posted by Blitz on 2004/01/14 14:39:27
In the 'What happens after it ends?' section of the Q&A, it says "nothing! You switch to one of our priced plans from 5$ a month to xxx$ a month!'
Sounds to me like your locked into the company once you sign up. There's no "ok my 3 free years are up, kthx guys"
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