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Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
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I'm Comin' For You, Set 
Egyptian mythology is invading RPG's dreams -- detachable penis and all. 
Aguire: 
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 
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 
Fatty 
get the following for a start :

illhaven
tower of shrakitha
hexephet
strangeworld
sbegin1 & sbegin2
ortican
star861 
There Is Also 
http://www.oldunreal.com which has improved drivers for Unreal. 
Yep 
definitely get those, the opengl ones are much faster. 
Nother Problem With Fitzquake... 
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. 
Just no geometry... go figure. 
U.K. Designer Joins Guildhall At SMU Faculty To Teach Level Design 
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 
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 
Guildhall Is Advertising On Func Now? 
 
Why Not 
... 
Why 
I don't mind seeing interesting anouncements, but these lengthy posts border on forum spam. If I'm alone on this I'll just shut up. 
Fatboy: 
yeah, that seems more like a beta driver problem than a fitzquake problem. Though, i'm not sure why direct3D drivers should affect opengl rendering, but whatever... 
No... 
it's definitely forum spam. 
Hmm... 
I personally didn't mind... I mean, at least it has relevance. Could've been 'ENLARGE YOUR DICK CLICK HERE TO CLAIM YOUR FREE SAMPLE.vbs' spam 
It Was In The News Submission Queue 
:( 
Unreal / Guildhall 
Some maps in #3588 are UT. UT+oldskool SP *is* Unreal SP but maps made using UED2 (much nicer) also work with it.

sbegin1 is UT, but Chicoverde's original ShamuQuest is not. I found the end level tedious in excess maze but it has good challenging combat and is overall impressive. Just played Invasion which also had some relatively intense combat, even if the architecture deserves some criticism. I also recc. Hexaphet. Tower of Shrakritha isn't very challenging and I didn't really get into the first section but I did find the fog section and the next very immersive and effective in the way Unreal was originally intended. If you do have UT, also add Excessive Unreal. I'll try star861. Any pointers on *challenging* levels?

If you never finished Unreal originally, start at Bluff or so and go from there, the end is excellent. Summon a translator and maybe a flakcannon and go (summon doesn't work in UT -- ??).

Of course my levels are also recomended (see news), but I suspect you may be looking for other levels after trying that and want something easier ;) . I am working on a easier map now, kind of a speedmap/trainer/chance to screw around with most of the weapons in a short level. Shouldn't be long (?).

Did find a problem with UT/oldskool: the default minigun is the UT one (only weapon it does that), which dissappears if you run out of ammo, potentially leaving you with hundreds of unusable rounds in Cats 2. The U1 mini is fine though.

-----
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

I'm not sure that's a good thing
-- a hardware engineer

They also don't want to tell you up front what it costs for some reason. 
Vondur: 
good choice to not approve them. They are level-design related, but read too much like press releases. And obviously, they are advertisements for the Guildhall. 
Also... 
anyone notice that despite what the guy's bio implies, they don't actually list a single commercial game that he's worked on? It's all hobbyist mod stuff. 
Spentron 
With the exception of maybe Ortican, the others should be Unreal strictly. I do recall Illhaven needing a UT texture file, but it's fully playable in Unreal. sbegin 1 & 2 should be Unreal compatible.

As for challenging, Ortican's pretty good. 
Hmm 
Isn't Aardappel teaching on that course? 
So? 
Ad's an Ad. We'd feel the same if metlslime posted 'Look at all the new features in the game my company is working on, it'll be done soon for a MSRP of $49.99 bleh bleh bleh'. 
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