#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.
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
Quick Poll...
#30633 posted by
Qmaster on 2018/10/13 16:33:42
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
#30634 posted by
spy on 2018/10/13 17:23:18
no
No
If I run out of nails but am using my SNG, I'd not want to switch back to the SG.