Errr...
#351 posted by distrans on 2006/10/10 18:58:16
...am I correct in thinking that's an SP rebuild of your killer DM map?
On The New Quoth Content And Deadlines...
#352 posted by necros on 2006/10/10 21:20:45
we tend to work with the 'when it's done' approach... i don't really know the score on what you guys have been working towards on release dates, but i think i can safely say you have quite a bit of time to work on your maps before the content is ready.
we have some nifty stuff planned, but it will (of course) require lots of work.
btw, i think it was Than that asked about custom trains to control things like movement speed and such...
it's actually undocumented, but that code is already in the current version of quoth. i think we forgot to add it in the dev notes, in which case, it was probably my fault, so apologies for that.
anyway, func_train:
The func_train has also been modified with certain bits of code
from the custents mod pack.
TRAIN_SMOOTH Makes the train move smoothly through path_corners that have no wait time on them.
TRAIN_BLOCKABLE Allows the smooth trains to be blocked in the regular fasion of stopping and applying damage instead of pushing the blocking entity out of the way like it would do otherwise.
Keys:
"speed"
moving speed, default is 100
"dmg"
damage, default is 2
"sounds"
1 = ratchet metal
"duration"
specifies the amout of time for the train to take in going from corner to corner. Set to 0 if you want to use "speed".
"noise"
allows you the specify a wav file for the stop sound.
"noise1"
allows you the specify a wav file for the moveing sound.
path_corner:
func_train specifics:
"speed"
makes the train move on to the next corner at this rate.
"duration"
makes the train move on to the next corner and get there in this number of seconds. If this is not 0, this will be used over the speed variable.
"event"
is the target name of the entity to trigger when the train gets to it.
"message"
is the message to display when the event is triggered.
also, if a path_corner has 'wait -1' you can retrigger the train to get it moving again.
Append:
#353 posted by necros on 2006/10/10 21:22:09
TRAIN_SMOOTH and TRAIN_BLOCKABLE refer to spawnflags 1 and 2 respectively.
but i actually am not sure if that code was implemented or not... try it, but if it crashes the game, well, that's your answer. :P
I Had A Feeling
#354 posted by than on 2006/10/11 03:29:46
that there was some advanced func_train stuff in there, as I looked at ne=marb the other night and noticed you have a lift that speeds up and slows down.
Still not exactly how I would like it done, but if that's the most that is possible for the pack then I am happy with that :)
?
#355 posted by necros on 2006/10/11 08:51:16
what more did you want besides variable speeds, travel speed based on time, ability to retrigger, etc?
Just Enough To Read...
#356 posted by than on 2006/10/11 17:38:40
wolfedit.
hmmm :)
git.
Wrong Thread.
#357 posted by than on 2006/10/11 17:40:08
Anyway, I just wanted go to path_corner X and the ability to change sounds.
As for advanced trains with some cool effects (moving water etc.) you might want to check out poxs extras (if you didn't already)
http://developer.chaoticbox.com/quake.php?tab=poxgoodies
More Shots And Stuff
#358 posted by than on 2006/10/11 20:46:42
These are a few days old shots, but of pretty much finished areas. Although there are still lots of little ends to tie up here and there, I feel like I am making good progress toward the end of the map now - although I'm not quite sure how large the end is going to be :)
http://than.leveldesign.org/files/basepack_s05.jpg
http://than.leveldesign.org/files/basepack_s06.jpg
http://than.leveldesign.org/files/basepack_s07.jpg
The first two are of the same area, and the last one is a little corridor bit off the stairwell that sits at the side of the main liftshaft (well, who knows, the lifts could break and you'd be stuck several feet underground reading old copies of National Geographic for 3 years before someone fixes it)
I will try and get some more mapping done tonight, and also collect my textures and modified bits into a wad so that anyone using them can update their wad with them. I think it's better than posting the entire idbase wad each time :)
#359 posted by Trinca on 2006/10/12 01:08:10
thks Than u rock! petty i already have to many textures in my map :\
shots look great! good work!
#360 posted by Trinca on 2006/10/15 13:11:22
oh wel i open #base in quakenet if u guys want to talk about our project
cheers
Trinca
Damnit.
I went in there, and was the only one there. Not even a bot. I am so sad.
:(
#362 posted by than on 2006/10/18 17:37:14
I can't use the net at home, and can't use IRC at work, so I won't be in there for a few weeks at least. Once the net is sorted out, I will join.
Had a few days break from mapping, but will probably resume at the weekend :)
Well
#363 posted by madfox on 2006/10/19 13:04:17
now my base map becomes 6Mb and I am using the extras_p4 mod. I added a hiprotate.qc and a earthquake.qc as well as my newboss.qc
I wondered if this map could fit in the basepak as the use of the Quothpak seems to be the final option?
#364 posted by Trinca on 2006/10/24 14:03:23
Quite
#365 posted by bambuz on 2006/10/24 16:19:41
najs... is that weird computer thingy underwater? It's cool in it's construction, I think you've really made big improvements as a mapper.
The Waterworks Pics Look Good,
#366 posted by HeadThump on 2006/10/24 22:41:29
I like that last shot a lot. Geometry and texture line up is quite effective there.
Neat
#367 posted by mwh on 2006/10/25 01:39:15
Looks a bit like SoA episode 1 -- and that's a good thing!
#368 posted by Joint on 2006/10/25 02:03:57
thks guys! i think i progress a lot in this last part of map! :\ but now it looks like was other mapper that did area after silver key :) must rebuild the others area to :\ or will look like were two mappers working in this map and isn�t true!!!
Bambuz, JPL and HeadThump gave me real good advices thks guys for all the help!!!
P.S--> Bambuz go map to Q1 you lazy bitch! :)
#369 posted by Trinca on 2006/10/25 02:14:29
lol was at my partner of work, computer! :\
Nice Work, Trinca
#370 posted by than on 2006/10/25 03:55:32
Looking cool. Like the underwater computer that others pointed out.
Some suggestions:
SHOT1
try raising the height of the plain textured part of the ceiling and making sure it isn't as brightly lit. I think it will make the room feel a bit bigger, and also should improve the look of the ceiling. Also, consider putting a lip around the hole in the ceiling so that it doesn't just blend into the plain textured part.
SHOT2
Looks cool :D
SHOT3
I just think the inside of the pipe could use more detail. Perhaps makethe parts where you have the lights stick inwards a little bit to get some more shape. I can't explain it very easily - sorry :/ Perhaps also think about making the bend in the pipe have a small 45 degree bevel on the inside too - and again, lighgting looks a little plain - maybe it's joequake that is doing it, but try putting a light entity where each visible light is (in addition to what you already have) and set the brightness to 400 and attenuation ("wait" key) to 8 or so. It should give you nice highlights around the actual lightsources, which should make the lighting more interesting.
Keep up the good work :)
btw, I can't use my usb drive at work any more thanks to a security crackdown, so I can't bring in screenshots from home to upload. Basically, I can't show you what I've been up to with my level of late (not much :)
Than,
#371 posted by inertia on 2006/10/25 08:16:50
Try emailing stuff to your work address as attachments.
#372 posted by Trinca on 2006/10/25 08:38:34
inertia how is slipsp1 going? :)
Nice Work Trinca
#373 posted by madfox on 2006/10/25 10:57:29
Screenshots are good, you're making progress.
My map suffers hard from HOM's.
Had to go back halfway to improve the brushes.
Trinca
#374 posted by JPL on 2006/10/25 11:58:58
Nice work: you really made real improvements regarding your previous releases... As I told you (during your scampie blues...) you would have made a big mistake stopping mapping qt this time... Furthermore after reading the few comments above, I now conviced that you are not a newbi any more, even if all can be perfected... In anyway: Keep it up !! 8D
BTW, I think I will be ready for Xmas... with a smaller map than I was expecting... Unfortunately, my map will not be based on Quoth pack... Sorry for this... but I think the result is quite cool... I'll post screenshots later on...
OMG...
#375 posted by JPL on 2006/10/25 12:01:04
I read my post, and it is full of typos... Too much beer tonight.. Maybe I would have posted it on the drunk thread.. doh !!! :P
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