Lodis
#3470 posted by
R.P.G. on 2004/02/12 09:32:31
I tried replying to your e-mail, but it bounced back.
I've Just Realised
#3471 posted by
LTH on 2004/02/12 09:50:11
My name is constructed entirely from right-angles.
No wonder my maps are crap.
Hey
#3472 posted by
R.P.G. on 2004/02/12 09:52:55
There was a speedmap session with a right-angle theme. There were some cool maps in there.
Might need to bring that theme back out sometime.
Wood Textures
#3473 posted by
H-Hour on 2004/02/12 18:01:08
I'm having a bitch of a time with texturing this house. Does anybody have any tips for texturing a house with wooden walls and floors and stuff? Getting woods that match up reasonably and stuff is a huge pain. Any tips at all would be nice.
Also, does anyone know a good resource for some realistic wood textures? Preferably wood that is planked, but not really refined like a nice house. Older wood. But anything is helpful.
Thanks.
H-Hour
#3474 posted by
R.P.G. on 2004/02/12 19:59:27
There are some cool wood textures in Blood. Those are ported to Q1
.wad which I think you can get here in the Transfusion SDK: http://sourceforge.net/project/showfiles.php?group_id=22136
They're stylized, though, so they might not be what you're looking for.
There're also some more realistic wood textures in Rune, and some of those have been ported to Q1. Only problem is that they don't line up with architecture as well as others. I don't have a DL link handy, but I could e-mail them if necessary.
RPG
#3475 posted by
H-Hour on 2004/02/12 20:28:29
Thanks, but I'm going to be using these for Ghost Recon, which supports fairly high resolution textures. I'm not sure if Q1 textures are going to look very good in it. I realize this is mostly a Q1 board though.
I'm downloading that Transfusion SDK now to check it out. Thanks!
H-Hour...
#3476 posted by
distrans on 2004/02/12 21:32:37
...yummy wood in the "Doom that came to Dunwich" set.
H-hour
#3477 posted by
nitin on 2004/02/12 22:25:50
http://planetquake.com/berneyboy/tumb_textures/tumb_wood.htm
If you like any of those, download the pack off the main page.
Ultimate Deathmatch V1.90
Ultimate Deathmatch v1.90 for quake1 is available for download at:
http://www.planetquake.com/ud/
New Companion engines and a non-critical bug fix patch will be available soon.
as
Quick Ontranto Newsflash
My grandiose Ontranto project may or may not be delayed again, as I'm dropping one of the maps.
Actually, I'm merging the two town maps together. There's several good reasons for this:
1. The second map just rehashes the play of the first one, but with more dead ends and timewasting.
2. I'm lazy as well as sick and tired of fucking around with stocking medieval houses.
So I'll be doing some civil engineering, unless casual inventory work gets in the way like last week.
Addendum
3. I'm spending far too much time playing Unreal, Q3A and System Shock 2.
A Game Named Ontronto
#3482 posted by HeadThump on 2004/02/13 19:03:36
should have throwing daggers as a weapon. I don't know why but that just feels right.
Throwing Knives...
#3483 posted by
metlslime on 2004/02/13 23:27:33
And pay-phone money so he can call you with progress reports.
Anybody Got A Clue
As to why I'm not able to send Czg a mail @ the address that's on his site? It keeps telling me:
The following message to was undeliverable.
The reason for the problem:
5.1.0 - Unknown address error 550-'... User unknown'
WTF?
Ultimate Deathmatch....
#3485 posted by
Shambler on 2004/02/14 06:57:19
Add power up runes that give permanent abilities
Unlimited Ammo
Poseidon
Health Regeneration
Hermes
Hephestes
Armor Regeneration
Teleportation
Invisibility
Monster Summoning
Magic Disruption
Super Jumping
Vengance
Vore
Black Mamba powerup
Track players/monsters, silver key, gold key
Track runes on ground or player
New weapons: gatling gun, plasma cannon, cluster bomb, energy grenade, plasma grenade, flamethrower
Cloaked mines: plasma, energy, and explosive
Config files to set your startup values
Easy to use menu system for changing some values
Paged menu for selecting spawned items
Change health, armor, ammo, weapons, powerups, and explosive boxes respawn time
Change biosuit, invulerability, and invisibility respawn time
Change max health, start armor, shotgun damage, shockwave effects, regeneration rate
Change cluster bomb count, cluster bomb velocity, bot reaction time, falling damage
Create lightning storm and configure damage and max time between strikes
Change max shells, nails, rockets, cells
Change start shells, nails, rockets, cells
Change start weapons and runes
Set recoil toggle for weapons
Use any player skin file and pick the skin you start out at
Edit mode to lock out combat and item touching
Support for last man standing deathmatch mode
Commands to delete item groups and list them
Lock out connecting players in LMS by turning them into observers
DSP's visible/invisible, add/delete them like any other item
Weapons mode: full, normal, barbarian
Enhanced bot spawning commands
Level editor can add can one teleporter or two teleporters linked together
Long lasting flares for single player mode
Scuba Gear that converts rockets to breathable air
Grenade Launcher drop mode
Chain reaction effect with explosive boxes
Delete item function with three options
Rune shield damage reduction factor varible
No, no, and no againm =(.
Ehh
#3487 posted by
ProdigyXL on 2004/02/14 10:24:33
Can anyone get into #tf. Looks like gamesnet.net has been going through some litigation and whatnot. Is the server down as as a result until it's moved or something? Thanks.
New Map Review At My Site:
Cool.
#3490 posted by
R.P.G. on 2004/02/14 11:36:26
Thanks for the review, Tronyn/underworldfan.
Attn: The Silent
#3491 posted by
czg on 2004/02/14 16:03:31
Sorry, but my ISP decided that my old email account was unworthy, so they decided to drop it.
Email to me may (for now) be directed towards
christig @ stud . aitel . hist . no
On The Review..
#3493 posted by Tronyn on 2004/02/15 15:11:25
Do you guys agree with the score I gave rpgsme? It seems like it might be a bit low, but I usually think of it like "If CZG07 is a 20/20..."
So I considered that a 20/20 couldn't just do everything right, it would have to also be amazing. A map that did everything right and had some cool features would probably be an 18. A good map would be in the 14-17 range. I consider rpgsme to be a really cool and original idea, but I didn't want to rate it over a 15 or 16 because it was a mini-pack and not a true pack or standalone map.