Lava
#30606 posted by
negke on 2018/10/02 11:56:46
What's the deal with transparent lava in maps... and shouldn't it hurt less?
Maybe It Is A Time To Say To Fuck U
#30607 posted by
spy on 2018/10/02 15:44:27
to Q dlc
My Next Map Is Gonna Titled
#30608 posted by
spy on 2018/10/02 18:12:02
otr sucks teh shambler dick while he sucks the skackys frenches dickss
The Upcummimg Pack
#30609 posted by
spy on 2018/10/02 19:00:42
And This Is Exactly Why We Encourage Registered Users...
#30610 posted by
Shambler on 2018/10/02 21:28:08
...because any future posts by Spy, even sober ones, can be put in context given that insightful contribution.
Darkplaces And Glsl Shaders
#30611 posted by Reyond on 2018/10/03 00:20:03
Hello, I would like to use some vertex shaders and some post-process effects in my mod on darkplaces engine. From where should I start? I don’t have any knowledges or experience working in glsl, I just want to find some shaders from the internet or just from other games and adapt them for darkplaces. What should I know to do that? Should it be really hard? Should I learn OpenGL from the basics or should I just learn specifics of shader language in darkplaces to make those shaders work in game engine? Is there any documentation or web source where I can find full information about darkplaces shader language specifics and extensions that are used in the engine? P.S I found not much information on official dp website and if you have the documentation please share it
Thanks for banning spy from tf.
#30613 posted by
muk on 2018/10/03 06:19:16
Playing Portal 2 custom levels and im shocked to see none from negke.
Get to it chump.
Spy Isn't Banned...
#30614 posted by
Shambler on 2018/10/03 09:29:56
...or at least not by me. God knows what he's on about.
@_reyond
#30617 posted by
madfox on 2018/10/03 18:13:18
Inside3D has a broader input for Darkplaces, sad it is gone aside.
Still offers a lot of info.
If you look further in the archive you'll find more info.
InsideQc
Or..,
#30618 posted by
madfox on 2018/10/03 18:18:30
place the question in mapping help.
@shambler
#30619 posted by
spy on 2018/10/04 05:25:09
i'm really sorry for my words. i shouldn't insult you and the other guys (otp and skacky).
peace.
@negke
#30620 posted by
Mugwump on 2018/10/04 15:06:56
I was watching your stream earlier today and noticed some blue base textures that I'd very much like to use at some point. Which wad was it?
#30621 posted by
negke on 2018/10/04 19:33:12
The textures are from the Malice TC.
UWP Support
#30623 posted by anonymous user on 2018/10/08 00:26:26
Does anyone know any custom port with UWP support?
Cool Article To Get Started Mapping In Notepad
#30625 posted by
brassbite on 2018/10/11 21:27:11
https://developer.valvesoftware.com/wiki/MAP_file_format
Honestly, this is a great article to understanding a MAP-file. For mapping in notepad++ this is a quite valuable resource. Let's ditch Trenchbroom alltogether!
JK, though Trenchbroom is a bit OP for creating, what is essentially a textfile.
Props to anybody, who manages to compile a thing they made in a texteditor. You'd have to be quite bored to do that.
#30626 posted by
metlslime on 2018/10/11 21:42:15
there was at least one map in 1996 that was made in notepad, before any level editors existed.
#30627 posted by
Qmaster on 2018/10/12 03:54:58
@metlslime
Yep!
I've been looking for that map for the longest time! I have quite a few of my files from around '97 and looked through almost everything to try and find it. I recall downloading and playing it. IIRC it was a rectangular map with a bunch of crisscrossed beams.
#30629 posted by
Joel B on 2018/10/12 16:17:05
I remember this deathmatch map that was made using WordPad:
https://www.quaddicted.com/files/maps/multiplayer/daskull.zip
Can't remember the first SP map like that though.
There's this one
https://www.quaddicted.com/reviews/shaft29.html ... where the author comments that it was built "using a tedious coordinates script", but I don't think that's the one we're thinking of.