Oh Yeah Heh
#299 posted by Tronyn on 2014/07/22 15:10:03
yeah it is vanilla only that'll be changed to a flame ;)
Thanks for the feedback guys
That Looks Fine On My Screen
#300 posted by
nitin on 2014/07/22 15:31:15
not too saturated.
"That Looks Fine On My Screen"
Just like every pitch black Q1SP screenshot posted and Fitzquake + idgamma?
Otp
#302 posted by
nitin on 2014/07/22 16:31:21
I said my screen. He can choose to ignore it if he wants.
#303 posted by
- on 2014/07/22 17:28:10
fyi, I am hoping that my map will kill every single motherfucker who, upon being given a nailgun, quickly switches back to the normal goddamn shotgun when confronted with a horde of 8 knights so as to not waste the 150 fucking nails I also gave them to gleefully shoot those knights with.
I am looking at you 90% of the people who played my jam1 map.
Joke's On You I Almost Always Axe Every Knight
I'm Sure
#305 posted by
ijed on 2014/07/22 17:57:41
You can detect players carrying the shotgun with a hacked trigger and teleport them into a pit of lava.
That Would Be A Bizarre Fucking Map
#306 posted by
Lunaran on 2014/07/22 19:33:59
if the only way past seemingly random instadeath traps was to be carrying the right items at the time.
also I don't think vanilla progs can be hacked quite that way (is there ANY entity that detects .weapon?), but I'm sure preach will happily prove me wrong with some subtle and amazing trick.
Somebody Called For A Hack?
#307 posted by
Preach on 2014/07/22 20:30:04
http://celephais.net/board/view_thread.php?id=37116&start=58&end=82
Well, there's something close to a trigger that detects what weapons you have in there. Keys and weapons are all part of the same bitflag field so you can make doors that open based on weapons (and then take those weapons from you)...
Yeah
#308 posted by
ijed on 2014/07/22 21:52:33
I remember that weaponstrip tutorial. You give the player the weapon to make sure they have it, then take it away...
We Know That One
#309 posted by
Lunaran on 2014/07/22 23:49:55
We're talking about what weapon you have selected. "Use this nailgun I gave you or go to hell."
Oh Sure
#310 posted by
Preach on 2014/07/23 00:37:29
No, there's no way to check...but if you steal away all the other weapons from the player then what option do they have!
What Necrosis/ Scampie Said.
#312 posted by
Drew on 2014/07/23 04:17:44
#313 posted by
Lunaran on 2014/07/23 06:39:32
That shot is nice, but the main 'idea' behind it is the warm secret glow against the expansive cold, and currently it isn't executed as well as it could be.
All the deep blue lights decorating that temple are just that: decoration. Let the temple interiors all stay lit warmly, and bring the blue into the outside via the sun/environment light instead. Leave the exterior sourced lighting (like around the dome) darker and more color neutral. That'll really drive home the "remote fortress on desolate tibetan mountaintop" feeling in that screenshot, because the contrast of color will underscore the contrast of environment.
Didn�t I Post It Here Already?
#316 posted by
mfx on 2014/07/23 14:11:38
If not, i forgot.. oops
Extremely Strong Fog ?
#318 posted by
Barnak on 2014/07/23 16:15:19
Did you guys tried to use some extreme fog conditions ?
I wonder how strong the fog could be in Quake1.
Like in real life, the strong fog could give some "phantomatic" aura to the shapes (objects, monsters, ...) and architectures.
It could even be part of the map difficulty, and also help for a better rendering of the bad texture theme, and the very **crude** curved geometry (the "arabic" arches are so ugly in Quake1).
The very strong fog could also help in simulating a dust storm.
Did you guys tried to use some extreme fog conditions ?
Yes, in the last jam.
Smog
#320 posted by
mfx on 2014/07/23 16:20:51
is what Barnak thinks of i guess..
Mfx
#321 posted by
Lunaran on 2014/07/23 17:09:10
are you building with some kind of lightmap smoothing on everything? I thought I could see it in that big dome shot of yours everyone was bitching about the stairs in. the light creeping around the edge of that broken wall looks really strange.
Lunaran
#322 posted by
mfx on 2014/07/23 17:31:45
I fiddling around with fake GI, and i have the idea of "reflective snow"(?).
So..
I have no idea what i�m doing:)
Mfx
#323 posted by
Barnak on 2014/07/23 17:50:23
Hey, that glow-like effect appears to be nice. More screenshots of this, please.
Did you tried the same rendering style with a strong fog ?
Could feel like a dream scape of some sort (that will turn into a nightmare, when the monsters show up).