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Playing Portal 2 custom levels and im shocked to see none from negke.

Get to it chump. 
Spy Isn't Banned... 
...or at least not by me. God knows what he's on about. 
Rofl 
 
@_reyond 
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.., 
place the question in mapping help. 
@shambler 
i'm really sorry for my words. i shouldn't insult you and the other guys (otp and skacky).

peace. 
@negke 
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? 
 
The textures are from the Malice TC. 
Thanks! 
 
UWP Support 
Does anyone know any custom port with UWP support? 
Yo 
Cool Article To Get Started Mapping In Notepad 
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. 
 
there was at least one map in 1996 that was made in notepad, before any level editors existed. 
 
And there is Preach's map that he made by hacking the savegame file: https://www.quaddicted.com/quake_advent_calendar_2013/7-12#th_december_-_preach 
@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. 
 
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. 
Neither Of These 
The one I recall was very small. Just a room with beams you could traverse.

From the daskull readme:

1 hour, 2 minutes to QBSP,LIGHT,& VIS on a p166 32megs'o'ram Win95

:P 
 
What a beastly system! 
Quick Poll... 
When picking up ammo, if ammo is for a better weapon you already have and that ammo had run out, do you want to automatically switch to that weapon?

Example: you run out of cells for your lightning gun and are currently using the nailgun, you pick up cells later...like 20min later in a Swampy sized map, should we automatically switch to lightning gun? (note that Quake doesn't do lightning gun if you are underwater nor does it switch to rockets)

Please note that this is original Quake's default. 
Authoswitching Is A Bad Thing So 
no 
No 
 
No 
If I run out of nails but am using my SNG, I'd not want to switch back to the SG. 
 
never autoswitch 
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