Gah.
I am having problems with GTKRadiant 1.5.0 all of the sudden when trying to deal with Quake mapping. It keeps crashing with the following error:
.\texwindow.cpp:902
assertion failure: pointer "archive" is null
This only seems to happen when I try to map for Quake, too -- the other games aren't affected. Sucks to be me =(
Nevermind.
Thanks to Zwiffle, I located a newer build of 1.5.0 (10-12), and it runs Quake stuff just fine. Rocksor.
:p
#403 posted by Trinca on 2006/11/06 07:15:31
http://trinca.no.sapo.pt/why.jpg
why monster spwan at start and not when is triggered?
:\ i think i did all right...
one pick :)
http://trinca.planetaclix.pt/joequake047.jpg
#404 posted by Trinca on 2006/11/06 07:17:57
Trinca
#405 posted by Ankh on 2006/11/06 07:25:34
You give your name to a monster_scalrath ?? :)
The screen looks good. The lightning seems too flat tho. Will the player be able to walk on the roof?
#406 posted by Trinca on 2006/11/06 07:32:33
yes it will
Trinca!
You rock so hard, you juggernaut of idbase goodness, you! I hope to have some pics soonish of the current section of my map that I'm working on -- got some catching up to do after GTKRad was getting squeamish with me...
#408 posted by Trinca on 2006/11/06 08:31:17
:\ first seccion of map after start is crap :( i will try to rebuild but will be hard...
Roofs Are Fun,
#409 posted by HeadThump on 2006/11/06 10:07:10
funny how when you see a roof (like in Vault of Zin, or SoA Lost Mines), half the fun of playing is figuring out how to reach it and explore it.
Good Going Trinca
Pak1 Beta
#410 posted by Kell on 2006/11/06 16:20:40
The beta of pak1 content is ready. Since a lot of email addies listed in peoples' user info here on Func tend to be out of date, I won't email all of them.
So if you're mapping for the Base Pack, email me from your prefered address and I will reply with the pak1 attached.
Kell
#411 posted by JPL on 2006/11/07 12:42:21
Thanks for the base pack.. I also played the small base map embedded that has been given as an example for the new monsters: It was really fun, while too short... I hope to see a bigger one in the final pack !
#412 posted by Trinca on 2006/11/07 13:04:07
u got vermis JPL :)
#413 posted by Trinca on 2006/11/08 06:09:38
New Monsters
#414 posted by shadowtails on 2006/11/10 21:03:24
If you want i can give you my gunner and q2soldier code for upcoming base pack.When it will be released and do you want the code?
Base Pak
#415 posted by madfox on 2006/11/11 13:59:33
As I started mapping for the base pak, I could not imagine the project would tend to its final purpose.
After the flashlight and wad discussion I would likely have seen the parameters set to their base opponents: normal Quake1, as it is the most base I could see for standard.
This doesn't mean I don't like the Quoth pak,
it is perfect. As the Custent would have been.
This is just my humble opinion, so let it be.
I had to remap my map at the point I was a moth ago, and still having a lot of HOM's, but I'm learning. Now I started with the extras_r4 "goodies", I placed so many func_ladders that it is hardly compatible with the Quoth pak, even if I would place func_trains. Though I apreciate the func_breakable addon for Quoth, I also placed a new monster, so I think I can better release it with my own progs. Or it had to be added to the basepak as curiosity.
some screenshots:
http://members.home.nl/gimli/gimli23.htm
keep on mapping!
Madfox:
#416 posted by necros on 2006/11/11 18:53:04
i'm planning on implementing func_ladders similar to the ones in the extras_r4 pack. likely they will be built in the same way, so eventually it will work with your map.
#417 posted by Omus on 2006/11/11 18:56:20
Well the texturing is somewhat repetitive and the lighting needs work, but at least you have some relatively interesting brushwork going on there.
BTW I suggest the Servomech for a new base enemy. Originally custents, seen in gmsp1.
Fine
#418 posted by madfox on 2006/11/12 13:13:26
The plain textures are because of my reach of 64kb lightmaps. It's again a rather huge map.
It took some time to delete all HOM's.
A good point to have the func_ladder and func_breakable in the Quoth progs.
Would Earthq.qc and spelmaster.qc be possible?
Kell
#419 posted by madfox on 2006/11/14 18:31:12
I tried to email for the Quoth-re-stuff, but youre email at func_msg has a mail error.
#420 posted by Trinca on 2006/11/17 01:08:14
so lets talk about deadlines!!!
i think my map will be finish by the end of this month! so untill christmas i got 25 days of betatesting!!! but i think others are delay! so what date are u guys thinking have the map done?
+\- of course :p
I Think
#421 posted by Text_Fish on 2006/11/17 04:53:06
I can have my map playable by Christmas, though it'll need polishing.
On My Side...
#422 posted by JPL on 2006/11/17 05:35:46
... I'm still working on the final area... and there are still no monsters placed... so I have a lot of work indeed... furthermore, I didn't tested fullvis process yet, (till the beginning I'm working with fastvis in fact), so there is also an unknown timing/delay there...
I have a lot of free time this week-end (my wife is on trip, and I just have my kids at home), so I guess the last area will be finished by sunday, and then monster placement could start...
Furthermore, I guess it is possible to have a preliminary release within 2 weeks (fast-vised only), for beta testing, so hoping fullvis will not take forever this time, I would be ready for Xmas !
At this time, I think the most important is to have a clear status from all mappers, and then decide if any additional delay will be necessary...
Do we need more time to polish the map ? That is the question :P
Hmm
#423 posted by than on 2006/11/17 05:43:51
Not had so much time to map recently, and the final few areas are pissing me off a bit so I have been mapping slowly. I think I can have the map made by Christmas though, and into beta in the next month.
I think we are waiting for the Quoth update stuff though.
Kell/Necros: Any idea if forcefields are still going in? I want to use them for my SK and GK doors, but there isn't really a problem if they aren't used (it would just be much cooler with than without).
I also need to try and force out APSP3 sometime early next year, as it has been in a near complete state since May, and I haven't touched it since then. It also uses Quoth ents, and there are a couple of useful new ents in the new version that I am waiting for (well, they are in the beta already :)
Quoth Clarification
#424 posted by inertia on 2006/11/17 11:35:37
I was wondering if we have access to:
a) Liquids that can be triggered to move to certain heights (think "draining the resorvoir"), and
b) rotating brushes?
Clarification
#425 posted by Kell on 2006/11/17 13:57:54
a) probably no moving liquids. necros examined the way they're implemented in pox extras mod, and it ain't pretty. necros may have more to say on this though.
b) hiprotates have been in Quoth from the first release :P
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