#376 posted by Trinca on 2006/10/25 13:11:58
zomg :) thks ;)
JPL u can get drunk with beer? :) i have to drink a lotttttttttttttttt
Trinca
#377 posted by JPL on 2006/10/25 14:21:29
I'm very sober since 3 or 4 years.. so with only 1 beer, I already feel the drunkiness coming....
#378 posted by Trinca on 2006/10/25 15:08:04
heheh :) i start getting drunk after 8 or 10 :\
Slipsp1
#379 posted by inertia on 2006/10/25 23:20:53
do not talk of the monolith before it is deployed
Some Shots...
#380 posted by JPL on 2006/10/26 13:25:56
Jpl
#381 posted by bambuz on 2006/10/26 14:49:40
very interesting. looks clean... would like to test it in the engine to get the feel of the scale.
Solid Work JPL
#382 posted by HeadThump on 2006/10/26 20:55:54
I had to ramp up the brightness on my monitor to see the pics. Quake engines darken screenshots too much. Once that was done, the lighting brings out the brush work. Laser beam looks intense in BTH4.
#383 posted by Trinca on 2006/10/27 01:32:31
looks very evil!!! :) and that is good ;) can wait to get my hands on that :p
Ramp Up The Brightness??
#384 posted by nitin on 2006/10/27 01:54:34
it looked heavily washed out to me :)
jpl, scale looks slightly off, could just be me though.
Shot Brigthness...
#385 posted by JPL on 2006/10/27 02:33:18
.. has been already increased by 20% I did that many times before and the result was fine.. Maybe the monitor settings also have influence on the visual results...
In anyway, thanks for the comments ;)
Looking Good... (plus Other Stuff!)
#386 posted by than on 2006/10/27 03:45:37
Looks cool, JPL. I hope you will be able to compile it before the deadline ;)
Wait... did someone else already use that joke earlier on? :/
Since the Quoth guys are unlikely to be hitting the previous Christmas deadline, as Necros mentioned previously, perhaps we should use the extra time to do some thorough testing of each others maps?
I think maybe we should aim for christmas for beta and then test the hell out of all the maps and use whatever remaining time we have to polish everything.
I always seem to make stuff a bit too dark, but then, I always have a nice bright screen, so perhaps those people with dark screens just need to increase their gamma ;) Anyway, this is one of the many things I think we should check for, along with build consistency (try and make sure all the maps are up to a certain technical standard) as well as the usual gameplay and bugs stuff.
Thoughts?
Also, what are everybody's thoughts on support for Starbuck's enhanced texture set? I think that if we are using multiple sets and creating new textures too it is going to be a lot of work to ensure everything is fully textured in nice high res textures, so maybe we should forget about it for now and just make sure it all works properly in standard resolution. Also, what are we doing with regard to engine support/recommendation? We need to make sure everything works on at least one common engine, but ideally it would all work on all engines. My map works in software, but you can't see through the glass, and there is no fog, but it is still playable. I can get rid of the glass effect if everybody is really desperate to have full 100% compatibility with software, but I don't think it is worth it. Anyone still use sw?
Bleh
#387 posted by DaZ on 2006/10/27 04:02:42
I dont think I will have my map finished by Xmas, I've decided I need to re-do some areas as its very chaotic at the moment and the style tends to vary a lot from room to room (in true daz q1sp fashion, lol) so Im gonna take some more time with it to get it right.
It will still use the quoth ents etc but it will be a bit late is all.
Re: Enhanced Textures.
#388 posted by Text_Fish on 2006/10/27 04:03:26
I agree than. My map [or 'bits of map' rather] looks terrible when I play it on my main Quake install because the unenhanced textures look almost like fullbrights next to Starbucks'. It would be cool to eventually make it all enhanced, but until we know exactly which textures appear in the pack and sort out problems with duplicates/doubles that won't be feasible.
I have been noting down the names of any non-ID textures I use, just for future reference.
Oh, and I don't know any players who prefer Software quake to GL/Fitz/etc. There certainly aren't enough to warrent sacrificing your cool glass effect.
Oh And SB Textures
#389 posted by DaZ on 2006/10/27 04:04:03
I've only used textures which have a hi-res version as well, apart from biffs awesome new idbase hanger door textures =)
Re: Stuff
#390 posted by Kell on 2006/10/27 05:05:12
We've got four new monsters to advanced beta. Meaning: we're going to put them together in a temporary pak1.pak and send it to those of you mapping for the base pack so you can begin incorporating them into your maps. I'll log on to the irc channel for those that can make it, and I'll email to anyone else. Let me know where you'd like to get your copy.
Breakables have been started, but there's work to be done for debris models and sounds.
Oh, your general purpose shooter is in than ;)
We have, unfortunately, hit a size limit on the progs. According to the brains on Inside3D this is not neccessarily insurmountable, but there is still going to be some sort of practical limit on how much more we can add to Quoth.
necros is working on optimisation, and we will get at least the essential base content in.
On engine compatibility:
I don't see the need to make the pack compatible with all engines. Fog, glass and bumped limits are perfectly acceptable things to take advantage of IMO. But the maps should all be compatible with one engine overall, and that engine is, pretty obviously I think, FitzQuake.
On Starbuck's Textures:
I had considered the idea of including the textures - with SB's permission - into the Quoth pak1 so they would be available for all players automatically. I realized however that this takes away the option to not use them because many idbase maps feature custom textures not covered by the hi-res pack. So I think it's neccessary to leave the choice to individual players as to whether or not they consider the absence of some custom idbase hi-res versions objectionable.
If, when the pack is nearing completion, someone wants to fill in the gaps with corresponding hi-res texes then cool - this base pack is a great opportunity to take advantage of SB's work.
But I think replacement textures should remain an independent installation option for players.
Testing
#391 posted by Lardarse on 2006/10/27 13:17:43
If people need maps (or code) to be tested, then feel free to pass them onto me. Just get my attention in #base and I'll be happy to help.
Kell: I hope you manage to get past the problem. Judging by the discussion at I3D, it's looking like a bit of a nasty problem...
Than
#392 posted by JPL on 2006/10/28 03:25:06
I hope you will be able to compile it before the deadline ;)
I hope as well ! This map is more occluded than Castle of The Dark Ages was... so I guess it should be fullvised in less than a week...
Also, there are not yet monsters.. I already placed some items (armor, health, ammos, weapons) cause I already have a clear idea how the player will have to progress, And concerning monsters, I still have to decide which monsters, and where they will have to be located...
Furthermore, as I'm not used with Quoth mod, and as I didn't use it before, and due to the lack of time till the dealine, so I think I will not use it at all... Maybe I will reuse Cyberdemon / spawn64-based progs.dat I used in Event Horizon... I said maybe.. ;P
I know it break the general consensus rule that has been discussed some days ago.. sorry for this...
Well, I'm not still sure at this time, but as I'm using Doom3 textures (I converted to Quake wad format) I guess a CyberDemon would fit well in this map... I'll see that in the final room... depending of its size...
In anyway, I will try to respect the deadline this time :)
#393 posted by Trinca on 2006/10/28 06:10:50
my map will be for sure i�m going to last area now! but i got many stuff to fix :\ first part of map lights are very flat.
JPL
#394 posted by than on 2006/10/29 20:11:26
for the pack we are using Quoth. If you want to use another progs with the cyberdemon in then your map can't really be part of the main base pack release. However, Quoth is REALLY easy to use, there is a great guide available on both Kell's and Necros's sites, and I'm sure anyone here can help too.
There are plenty of large monsters in Quoth, and all of them fit into Quake much better than the cyberdemon. Also, the spawning method is simple as hell. All you do is a set a spawnflag and the monster will not appear until triggered. EASY!
Than
#395 posted by JPL on 2006/10/29 23:07:39
I found Kell's Quoth tutorial (actually I discovered it yesterday nigth surfing onto Kell website...).. As I read it quickly, it sounds to offer many possibilities...
I still didn't started to add monsters (the map is fully monsters free), but completely functional (i.e the player progression is possible from start point to the end (even if not yet built)... So I think it would not be a big deal to use it... I'll see that later when I will start to fill the map with monsters....
Ugh
#396 posted by necros on 2006/10/30 00:19:29
just got to get my shit together and stop pvping in wow. :P
hopefully should have the beta monsters ready soon so you guys can start using them in your maps.
#397 posted by Trinca on 2006/10/30 01:44:01
hehe my map is almost finish in layout! just need many many fixes!
Necros/kell
#398 posted by than on 2006/10/30 02:42:43
please mail me the pak (or upload and tell me where to get it) :)
My map is not really ready for the monster I am hoping to check out (eddy), but I am sure I can make some space for him temporarily and give him a good slapping around :)
The map is coming on fairly well btw. Just a couple more (fairly significant) areas to build and then it's all tweaking and adding gameplay. Not quite sure what is going to happen at the end of the map, nor whether it will be above water or underwater.
Necros/Kell
#399 posted by JPL on 2006/10/30 02:57:46
A good thing would be to update Quoth tutorial as well.. just for newbies like me ;)
#400 posted by Trinca on 2006/10/30 03:06:01
:\ each room i make i add gameplay :\ of course i change always but the basic gameplay is always done!!! and my map just remains the final area!!!
still just dont now if will be a single room or more stuff :\ must think and today my head is empty :(
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