Than
#326 posted by Kell on 2006/09/29 08:51:29
you have mail
Kell
#327 posted by PuLSaR on 2006/09/29 15:58:28
offtopic. but check your mail. there should be a mail I send you a long long time ago.
Progress (no Shots)
#328 posted by than on 2006/10/01 20:52:39
Just a quick note to say that I got a little mapping done at the weekend, though not as much as I had hoped. I still made some good progress and am well on target for the current planned release date of Christmas.
How is everyone else getting on?
Got A Good Chunk
#329 posted by HeadThump on 2006/10/01 22:00:59
of code done this weekend though my eyes are shot
right now. You would probably not believe what is necessary to get it up to functioning but I am optimistic. Also, feel free to email me with any suggestions.
As for mapping I've got a good layout planned, and if the code is in good shape by the beginning of November, I will contribute a map, but other wise I'll just concentrate on this end.
#330 posted by Trinca on 2006/10/02 02:35:21
mine is going pretty wel but after i finish my map i will fix the first part again :\ need many fixes and details! but will be ready on time for sure...
On My Own...
#331 posted by JPL on 2006/10/02 02:46:59
I'm not sure to be ready on time... sorry but between my job and my family, I have problems to find time for mapping these last days... So don't expect on me for Xmas... At least, if I'm ready, it will be a good surprise... sorry...
New Shots
Got pics of the latest finished section here: http://biff.leveldesign.org/index.php/?p=54 Thinking I'll have it ready on time, but not that far into it as it is.
#333 posted by Trinca on 2006/10/02 05:29:33
JPL dont wory... :) family is always first!!! if u and anyother can�t get it on time we wait a litle longer, if is only u i think we could release the pack and add your later! thats my opinion i dont now i think we all must agree!
Trinca
#334 posted by JPL on 2006/10/02 05:38:13
Thanks, but I think you have to respect the deadline... otherwize you would have to wait till next year ;P
#335 posted by Trinca on 2006/10/02 06:43:54
i think will be Kell to get togueter all maps!!! at least i hope... he got much more expirience then me and write much better english... :)
Uhhhhh
#336 posted by necros on 2006/10/05 16:55:28
hey guys... :P
i feel i should explain why i have been completly absent from this thread, even though i've posted sporadically in others...
basically, i was gone for a while during the summer, and when i got back, this thread already had like 100~ unread posts so i just avoided it...
i didn't know the thread took a turn into quoth territory, and only got an email kell sent ages ago yesterday.
so yeah, anyway, kell and i got together and chatted a bit, and stuff got done with more to follow and all that jazz... :P
i should be able to do whatever animations for edie are needed and what not.
i dunno if i'll actually map for this or not... although i do have a base map that's about 70% done structurally. we'll see i suppose.
oh, and btw, there are some damn sweet map shots posted in here!
also, that work with the fluids simulating glass is fantastic, and rather clever, than :) n1 ^_^
#337 posted by Trinca on 2006/10/06 03:32:46
glad u enter the ship necros with map or no map your presence is always good ;)
Necros
No jumping puzzles, though -- okay? ;D
Some Progress
#339 posted by than on 2006/10/09 21:03:58
Being mapping a bit here and there, and have got a little more done. Mostly I have just been tweaking stuff and putting the early gameflow in so that I can check if it feels right and that the areas I have built are getting enough use.
I had a couple of shots, but they are badly compressed and I forgot to resize them down from 1920x1200, so I will post them tomorrow or something.
It's worth mentioning that I had a few problems with water and glass, but I found that you can often get around problems by changing the way the glass is built. I can't really be bothered to explain it, but if you change the brushes the glass is composed of, sometimes qbsp splits things in a different way and you get rid of HOMs and all that kind of crap.
Than
#340 posted by JPL on 2006/10/10 00:32:02
Please explain !!!
#341 posted by Trinca on 2006/10/10 01:29:49
Trinca
#342 posted by nitin on 2006/10/10 02:46:51
more angles
#343 posted by Trinca on 2006/10/10 02:58:57
will try but time is running short :\ and still got many stuff to fix in map!
Trinca
#344 posted by than on 2006/10/10 03:23:53
I like the lift. If you like I will make you a version of that texture that merges into your floor texture, or a more standard idbase floor.
I agree with Nitin though, you could do well to put a few more angles in your map - particularly some sloped walls.
Also, I thought that the floor looked a bit bare, so maybe you could break it up a bit by adding some gratings and small raised sections.
Wouldn't mind seeing some Fitzquake shots by the way... Fitz is the only Engine that gets close to the lighting style of software Quake, and your lighting looks a little bland.
By the way, there is plenty of time. We have ages. Also, there is no ETA on the new Quoth content, and I think most of us want to wait for that before releasing the pack, so the current Christmas release date is the earliest the pack is likely to come out, and even that is a little optimistic, so relax and don't rush ;)
#345 posted by Trinca on 2006/10/10 04:12:38
;) thks than! i will rebuild the areas again more in ceeling and floor
Slipsp1
#346 posted by inertia on 2006/10/10 13:06:06
you can see brand new screens here:
www.qwplayers.org/inertia/slip1.jpg
Cunts
#347 posted by inertia on 2006/10/10 13:11:23
Inertia
#348 posted by DaZ on 2006/10/10 13:18:03
Needs some more texture/colour variation I think, but build quality looks good.
Inertia
#349 posted by R.P.G. on 2006/10/10 13:34:21
Needs more rivets.
Heh
#350 posted by . on 2006/10/10 16:19:06
I told you it needed more variation.
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