Lol
#3570 posted by LTH on 2004/02/22 20:33:53
@ kell
All Hail The HedgeHog
#3571 posted by HeadThump on 2004/02/22 23:22:18
If Ron Jeremy can do it, you can do it, Kell.
Hey
#3572 posted by Tronyn on 2004/02/22 23:53:37
So PQ offed a bunch of sites, including the Free Models PRoject, anyone have that gothic weapon models pack? replaces all the default weapon models with unskinned but cool gothic-style artifact-weapons? Anyone know what I'm talking about? heh
Yes I Do!
#3573 posted by necros on 2004/02/23 01:55:01
i was going to use them for a mod once...
here you go: http://www.planetquake.com/necros/temp/gothicweap.zip
i only rezipped the .mdl files though... i didn't have the original.
Some Oddness With Fitzquake...
#3574 posted by FaTbOy! on 2004/02/25 00:15:35
While playing dranzdm7 with some omibots I noticed that one of the animated textures had a bad or missing texture in fitzq. The texture itself is from the zeorster WAD, its the light with the arc of electricity in it. I looks like the last texture is missing so it displays the checker board pattern. This only happens in fitzquake normal software or even ids gl quake it works fine.
Anyone got a clue if this can be remedied? Its not a huge thing but it is rather annoying.
Fatboy:
#3575 posted by metlslime on 2004/02/25 02:06:57
Someone found the same problem in junk.bsp. I have already fixed it, so the next release will have the fix.
Farcry Movie
#3576 posted by . on 2004/02/25 05:07:43
http://www.gamespot.com/pc/action/farcry/news_6089857.html
"The Hollywood Reporter reported Friday that German producer/director Uwe Boll has added another game adaptation to his slate. This time around, the House of the Dead director has optioned the film rights to Far Cry. According to the Reporter, Boll plans to begin production next year, with the film's budget currently being targeted around $25 million. GameSpot spoke with Boll about the Far Cry film and about adapting games for the big screen.
In comments to the Reporter, producer Shawn Williamson revealed new details about the "nonhuman enemies" Ubisoft has stated are in the game. "There are elements of The Island of Dr. Moreau in this game, thanks to the tropical setting and the genetic experiments that are taking place on the island," said Williamson. "The story will be incredibly frightening." Williamson will produce the film under his Brightlight Pictures banner."
Metlslime
#3577 posted by aguirRe on 2004/02/25 05:22:45
Maybe you already know this, but I noticed that the flash bug disappears when switching to fullbrights.
Phait:
#3578 posted by - on 2004/02/25 08:26:37
Yeah, read about that already... Yet another video game to movie that Uwe Boll is doing that will most likely suck. Oh well :\
Thanks Metlslime!
#3579 posted by FaTbOy! on 2004/02/25 09:49:29
Ill be looking forward to the next release. Btw I really like your work on the quake engine. Great job!
Aguire:
#3580 posted by metlslime on 2004/02/25 14:05:03
"flash bug?"
Metlslime Said:
#3581 posted by R.P.G. on 2004/02/25 14:29:43
"flash bug?"
Yeah that's like when you drop your pants to flash someone and they look shocked so you look at yourself but there's a giant scarab on your crotch and you swat yourself but it just hurts a lot and then you wake up.
What. That never happened to you?
I, for one, am glad aguiRe found a way to get around it.
Metlslime
#3582 posted by aguirRe on 2004/02/25 15:07:12
I was referring to the bug you claimed was fixed above in #3575. It seems related to animating textures and manifests itself as flashing between correct textures and the checkerboard one.
RPG: I never drop my pants in fullbrights ...
I'm Comin' For You, Set
#3583 posted by HeadThump on 2004/02/25 16:33:22
Egyptian mythology is invading RPG's dreams -- detachable penis and all.
Aguire:
#3584 posted by metlslime on 2004/02/26 01:10:21
ah, okay. Yeah, i've fixed it. The problem was that fitzquake assumed that if one animation frame had fullbright pixels, all of them did. But this isn't always true, and for the frames that had no fullbright pixels, the expected texture (a fullbrights-only image generated at load time) was missing. If r_fullbright is 1, then the fullbright pass doesn't get drawn, and the checkerboard goes away.
Oh Dear
#3585 posted by . on 2004/02/26 01:16:32
Unreal SP Maps - Where The Hell Are They?
I'm talking about the original Unreal, not UT. Everywhere I go, the talk's about Unreal Tournament. Isn't there any place I can pick up some nice Unreal SP!?
Fatt0r
#3587 posted by Vondur on 2004/02/26 01:29:43
Fatty
#3588 posted by nitin on 2004/02/26 02:46:57
get the following for a start :
illhaven
tower of shrakitha
hexephet
strangeworld
sbegin1 & sbegin2
ortican
star861
There Is Also
#3589 posted by aguirRe on 2004/02/26 05:05:35
http://www.oldunreal.com which has improved drivers for Unreal.
Yep
#3590 posted by nitin on 2004/02/26 05:30:57
definitely get those, the opengl ones are much faster.
Nother Problem With Fitzquake...
#3591 posted by FaTbOy! on 2004/02/26 09:27:35
but its my own doing. I just bought warcraft 3, and had to install some d3d drivers for my voodoo 5 from voodoofiles.com. Im using the beta 10 amigamerlin (yes these ARE for win9x) drivers. everything works but fitzquake, it looks like the game never starts drawing anything but the status bar. At the point the fullscreen console should retract and show the game, it just keeps on showing the console. If you open and close it several times the text and whatever else overlaps.
I was wondering if there was a command I might turn on or off to remedy this. I played around with some last night but no dice, I had to resort to vanilla glquake. :(
Ohh Sky And Water Are Drawn Fine.
#3592 posted by FaTbOy! on 2004/02/26 09:29:39
Just no geometry... go figure.
U.K. Designer Joins Guildhall At SMU Faculty To Teach Level Design
#3593 posted by Guildhall at SMU on 2004/02/26 15:47:22
Jonathan Skinner has the rare combined experience of working as a level designer on many top titles along with serving as a systems engineer in the mainstream corporate world. His decade of work in the game development industry began with level editing using DEU for Doom in 1994. From there he progressed to using BSP and QuArK for Quake1 and then on to QERadiant for Quake2. In those early days, he also gained experience with UnrealEd for Unreal.
More recently in his level editing career Jonathan worked with Artemis Software as a lead level designer, working on titles such as Mythica: Gladiator Arena, a total conversion for Quake3Arena. For this project he successfully broke away from traditional level design restrictions and created realistic environments for the gladiator-style game. Using Radiant he created an environment that emulates an actual Roman coliseum. This coliseum level was later revised for use in the Machinima film, The Battle of Xerxes.
Learn more about Jonathan at http://guildhall.smu.edu/about/Bios/SkinnerBio.htm
Industry Veterans Give Personal Insights On Being Professional Game De
#3594 posted by Guildhall at SMU on 2004/02/26 15:50:27
The Guildhall at SMU has posted new Q&As from Richard �Levelord� Gray, Graeme Devine and Paul Jaquays. The three industry veterans share insights on their careers as game developers, including how they broke into the business, most embarrassing professional moments, advice to aspiring game developers and more.
Check out the complete interviews at: http://www.guildhall.smu.edu/News/developers.htm
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