QMaster
#301 posted by mfx on 2016/01/20 09:18:53
you can extract the textures from the .bsp with various tools, bsp2wad.exe or texmex for example.
They aren't "protected" in any way.
Shamblernaut, thanks!
#302 posted by
Lunaran on 2016/01/20 09:26:02
Free use of the textures is more or less implied. (a few of them are from UT anyway ssshhhh)
#303 posted by
- on 2016/01/20 14:44:34
http://scampie.net/files/terra.zip
This is the full wad Lun and I used while building the map.
Self.dopeslap = TRUE;
#304 posted by Qmaster on 2016/01/21 00:23:29
Well Well Well...
Looks like someone created the Widowmaker in real life -
https://www.youtube.com/watch?v=UQy-1_P8mqE
#306 posted by
Kinn on 2016/01/24 13:28:38
Looks like someone created the Widowmaker in real life
Can you spunk all three loads at once though? Seems like each of the loads is shot individually.
Sadly I believe it shoots each one in turn. I guess it's a cross between the widowmaker and the riotgun.
When Is Patch 2 Coming Out?
#308 posted by
generic on 2016/01/24 17:13:39
I am enjoying the mod, so far, but I am tired of shooting helpless little spiders stuck to the ceiling :^(
Thanks!
Switch Off And On Again!
#311 posted by
sock on 2016/01/24 17:38:13
When Is Patch 2 Coming Out?
Hopefully this week, I need to test all the maps in QS/DP/WinQuake before I release it. I am also distracted with making
a new map. I always have problems switching between LD and Coding, it feels like I need to reboot my brain each time!
New map and new patch... I am excite :D
ACK
#313 posted by
Skiffy on 2016/01/24 18:02:44
Dang need to finish up the shamblers texture quick so it can go with the patch... :)
Sock
#314 posted by
Qmaster on 2016/01/27 01:59:18
New map looks awesome! And ya, I know what you mean...my qc brain half doesn't turn on and off very quick.
Necrokeep Silver Key
#315 posted by
parubaru on 2016/01/28 12:59:53
I like how there is a reward for nice jumping!
Started Playing It Yesterday
#317 posted by
mankrip on 2016/01/29 12:58:17
Since this is a big pack, I had to reserve some extra time to play it. Loving what I've seen so far.
On the Cruical level, the texture inside the first air ducts gets too distorted if playing with gl_texturemode GL_NEAREST_MIPMAP_LINEAR, so I had to enable filtering. Quakespasm also seems to follow WinQuake's liquid turbulence too well, using low-res sine values for the turbulence, so the filtering also took care of that. however, the filtering doesn't look good on alphamasked textures. Anyway, that's just me nitpicking.
I would like to know about the thought process behind the change to the shotguns. This leaves the thunderbolt as the only hitscan weapon (other than the axe, heh), at least in the classic weapon roster. I'll be playing it in projectile mode since this is what this mod was designed for, but I'd like to know exactly what kind of experience this change was intended to provide. As a whole, I'm trying to see which game design lessons I can learn from this mod.
I think the idea was to remove hitscan almost entirely to increase the skill ceiling but remove cheapness from things like grunts (a pack of grunts with hitscan can decimate the player)
Giving Gaunts projectiles (and 40% of the original HP) instead of hitscan was great in particular.
#320 posted by
JneeraZ on 2016/01/29 13:54:34
I love the projectile shotguns. They feel much more visceral and connected to the world.
For Me
#321 posted by
ijed on 2016/01/29 14:45:39
Projectile will always beat hitscan. The time it takes to reach its target (even if its very fast) just feels better in every sense.
Hitscan always feels like a cop out, although it works for the LG because that's how you'd expect that weapon to work.
After all my whinging about 'realism' this is going to sound hypocritical, but it does feel more part of quake's world as JneeraZ says. More logical.
In gameplay terms it's cool as well - it didn't mess up my timings much, although I had to adjust for it slightly.
It's also more satisfying than hitscan.
To summerise:
Projetile:
Boom
Swish
Splat
Hitscan:
Boomsplat
Projectile > Hitscan
Agreed!
#322 posted by
Skiffy on 2016/01/29 15:54:30
The projectile change has been a lovely change.
Mankrip
#323 posted by mfx on 2016/01/29 17:05:19
could you please show me a screenshot of that texture distortion?
Thanks.
Shotguns
I'm torn about it. I didn't change it back to hitscan, but I have to say, it threw off my timing quite a bit. I'm still having a hard time hitting scrags in AD.
At First I Didn't Like It
#325 posted by
Drew on 2016/01/30 00:31:32
just because of initial discomfort, I suppose.
Now I love it, deeply.
I also love the changes made to gaunts, and to droles.