 Serious Sam?
#4128 posted by eggman on 2004/04/27 16:00:44
i think SS has the ability to do varied gravity within the same map
#4129 posted by - on 2004/04/27 16:12:29
after careful review, it seems I DID get your emails Fat Controller, and completely ignored them due to them being sandwiched between spam, and I prefer my beta's between bread. sorry :(
will look at it tonight for sure and get back to you.
 Scampie
#4130 posted by R.P.G. on 2004/04/27 20:10:30
FUCK YOU STUPID FLYING FISH. FUCK. YOU.
Just wait until you get to World 5! ^_^
I haven't seen anymore Cheepcheeps, but dag, there's a whole lotta jumpin' goin' on in World 5.
#4131 posted by - on 2004/04/28 01:03:03
I can't even get past world 2-4's stupid bouncy bouncer of death unless you hit it's horribly designed sensor just perfectly. :(
 Collision
#4132 posted by pushplay on 2004/04/28 03:17:35
One of the things I don't like about Mario Forever... Mario games are usually pretty generous in that if you jump on the forehead instead of the exact top it gives it to you, where as MF is stingy.
 Scampie
#4133 posted by R.P.G. on 2004/04/28 09:08:14
After you've jumped on Bowser's head, try to land as far away from him as possible, and don't touch him until he's stopped blinking. The first few times I battled with him, I would jump on him and not specificly try to land far away from him, so I would land on him while he was blinking and get killed.
BTW, you can use Fireball or Turnip Mario to do damage on Bowser instead of jumping on him.
pushplay: Yeah, Mario Forever is a little stingy. Just something you have to get used to, I suppose.
#4134 posted by - on 2004/04/28 09:57:19
RPG: I meant the bounce spring at the very end of world 2-4 that you need to hit perfect to fly over a huge pit.
#4135 posted by - on 2004/04/28 09:58:00
p.s. Turnip Mario is the stupidest Mario powerup ever.
 Indie Game Jam 2 Games
#4136 posted by pushplay on 2004/04/28 18:46:04
 Re: Indie Game Jam 2 Games
#4137 posted by R.P.G. on 2004/04/28 19:34:35
I downloaded Space Shooter but it just gives me an error when I try to run it. How annoying.
 I Just Tried Them All
#4138 posted by pushplay on 2004/04/28 20:56:58
I had the most fun on Deadly Dance of the Robots with my brother.
 Ikspq4
#4139 posted by Drew on 2004/04/29 12:29:23
Hey I wanted to reinstall all the ikka levels, but I discovered that ikspq4 is missing from my drive. I've looked around briefly for ikspq4 - the fileplanet links don't work, neither do any others I've found. Could someone quickly upload Homecoming for me? thanks
 Take A Look Here
#4140 posted by aguirRe on 2004/04/29 12:39:45
 Well That Didn't Take Long
#4141 posted by Drew on 2004/04/29 13:17:11
Thanks alot.
 Interesting Effect I've Noticed
#4142 posted by HeadThump on 2004/04/29 13:22:40
When playing the IkBlue or KJSP1 levels in Dark Places with the stencil buffer on. The letters and trim form silhouettes on the surfaces of the opposing walls but they are not really proportional to the shadows shape.
I guess it doesn't handle textures with a gradient baked in well unless you use the gradient as a bump map.
 The Thing With Kjsp1 Textures
#4143 posted by necros on 2004/04/29 13:42:10
i noticed is that there are a lot more details than you see ingame... personally, if you use fitzquake or any engine that supports external textures, extract the textures from the bsp as tga as use those. the engines seem to draw the textures darker and you can see more detail. it makes kjsp1 look a lot better. too bad i didn't know that the first itme around. ;)
 Another Thing
#4144 posted by aguirRe on 2004/04/29 13:57:39
is to temporarily disable idgamma if you're using that when playing kjsp1. In this map it makes a huge difference for the textures.
Shambler also pointed this out in his review: http://www.planetquake.com/teamshambler/rev011014.html
 Yep
#4145 posted by necros on 2004/04/29 14:17:48
actually, maybe this is just me, but even with idgamma disabled, it still looks bright...
here: http://www.planetquake.com/necros/temp/kjsp1_com.jpg
with external textures, they seem even darker than without idgamma.
just to be certain i don't have it on accidentally: idgamma stores the extra palette in pak2.pak right?
 I Was Rethinking This
#4146 posted by HeadThump on 2004/04/29 14:25:55
'I guess it doesn't handle textures with a gradient baked in well unless you use the gradient as a bump map.'
That distortion is likely due to the use of unsourced lights and not a result of engine protocol. It would probably look fine in modern maps that only use sourced and rlights.
 The Pic On The Left
#4147 posted by aguirRe on 2004/04/29 15:19:22
looks more like it should without idgamma. And yes, idgamma's patched palette.lmp is often placed in pak2.pak. Just move it to another place and restart.
Kjsp1 was an excellent test subject for my early 2nd sunlight experiments. It exposes any light tool distortion immediately and looks absolutely stunning with proper sunlight.
 Heh,
#4148 posted by necros on 2004/04/29 16:40:04
well, the left is fq with tga external textures and the right is unidgamma-ed fq.
with idgamma, the textures are all white. :P
 The Kjsp1 Textures
#4149 posted by Fern on 2004/04/29 17:21:05
are stupidly bright even in winquake. they don't mix with the models at all. it doesn't matter what engine you're using.
 Necros:
#4150 posted by metlslime on 2004/04/29 18:07:59
Intruiguing. Can you explain the process you use to extract the bsp textures into tga textures? perhaps somewhere in that process you modify the look of the image.
If you're sure idgamma was disabled in both shots, then i don't know what's going on. I'll have to try it myself.
 Necros
#4151 posted by inertia on 2004/04/29 19:26:13
fyi my email has been borked the last day or two, im sorting it out as we speak
 Metlslime
#4152 posted by aguirRe on 2004/04/29 20:25:14
I get identical results in FQ 0.75 if I remove idgamma or use external textures like necros suggested. In both cases the textures look like the left shot above, i.e. very good.
Just load the bsp into TexMex, export to tga and then copy the files to the id1\textures directory and you're all set. If using external textures, idgamma doesn't need to be disabled.
I don't know why necros' setup produces different results.
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