Anytime On Wednesday
#424 posted by sock on 2014/07/29 12:51:43
are we looking at the beginning of tuesday or the end of tuesday
At some point on Wednesday send me your final tested version. If you want to keep working on the map, send me any updates on Thursday.
@mfx, that engine works best with fine tuned palettes, it does not look good with default settings. Nice architecture, love the scale.
Yeah
#425 posted by mfx on 2014/07/29 13:10:26
that shot somehow looked in game better, the engines rendering is more than just being a still painting with palette illness:)
My map is being tested , i�m looking forward to mailing it this evening.
If nothing is terribly broke..
Ok
#426 posted by Tronyn on 2014/07/29 16:18:01
Fixed the lighting issue - getting rid of minlight (which was set to "4" anyway, so not even any noticable difference) removed the problem completely. Thanks for the tip on that.
My map's done now except for vising and possible gameplay tweaks. However my computer needs a new fan right now, so when I try vising it I get all these warnings; if anyone wants to volunteer to vis it, that would be greatly appreciated. It's in the latest tyrutils bsp(1) format with a lot of func_detail usage so it shouldn't take too long. Also if anyone wants to test it, that would be good too - I think it's basically ready to go but I'm definitely willing to do gameplay tweaks if, as seems par for the course with me, it turns out to be too hard (heh). Email Dustin.Geeraert@umanitoba.ca if you're interested.
Two final shots:
http://www.quaketastic.com/files/screen_shots/kb1.jpg
http://www.quaketastic.com/files/screen_shots/kb2.jpg
Tronyn
#427 posted by JPL on 2014/07/29 21:57:13
Nice underground architecture, and subtil colored light... good foggy effect btw :)
Fuck Me.
#428 posted by Shambler on 2014/07/29 23:55:34
Some seriously good shots going on. Psyched guys.
Very Nice Tronyn
#429 posted by nitin on 2014/07/30 03:35:28
#430 posted by negke on 2014/07/30 06:49:14
Heh, "subtle colored light"... just turns ikwhite to ikblue ingame. Definitely cool architecture, though.
Well
#431 posted by - on 2014/07/30 07:30:34
I am done. Will send you my map when I wake up sock and I make sure everything is in order with my fresh eyes.
I had to do one last thing thanks to this extended deadline...
DMSP2, in "deathmatch 1", works in jam2_scampie!
It sort of works in regular single player, but unfortunately the scripting can break easily and lock you into areas forever. I have no idea how I would fix this without hurting normal single player, sorry :_(
BUT Deathmatch 1 works! It's not the greatest DM map in the world, but I tossed in a ton of weapons and powerups, and redirected some teleporters and it's passable!
hehehee! TEXAN STYLE!
#432 posted by - on 2014/07/30 07:32:05
It sort of works in regular single player
I meant, "regular DMSP2 single player"
#433 posted by Lunaran on 2014/07/30 08:10:23
map map map map map
Quaker!
#434 posted by nerdenfromsweden on 2014/07/30 10:27:26
love this shit!
Deadline TODAY !!!!
#435 posted by sock on 2014/07/30 12:12:59
Missing - Cocerello, Mfx, Fifth/Eric
Received - Lunaran, Scampie, Skacky, Sock, Tronyn
Check the following:
* Test your map, make sure it loads and you can complete it!
* Check your map with developer 1 on for falling items
* You MUST have 1 exit trigger pointing at start
I will also create the global screenshot this time before the release so it will help out other websites. If anyone has suggestions of what angle they want for their screenshot, let me know or send me a screenshot.
GO THAN
Map Sent
#437 posted by mfx on 2014/07/30 13:25:24
excuse my late entry, a certain playtester was very clever and tried to break the map.
With some success, but it�s all fixed now.
Sock...
Ericw has the map and stuff. It's complete so he should get that to you
Deadline TODAY !!!!
#439 posted by sock on 2014/07/30 17:10:10
Missing - Cocerello, Fifth/Eric
Received - Lunaran, Mfx, Scampie, Skacky, Sock, Tronyn
Still missing two maps, any news?
Here is some Finely cut pixels to keep the hype train going. If everything goes according to plan then it should be a Friday release.
Also everyone else remember, please RECORD A DEMO!!!
#440 posted by skacky on 2014/07/30 17:14:19
Holy shit sock that looks amazing.
Looks Great!
#441 posted by RickyT33 on 2014/07/30 17:54:24
Sock,
The map is done. I stayed up until 2am yesterday doing but eric is the one with the file
The FINAL Countdown!
#443 posted by sock on 2014/07/30 19:09:47
@Fifth, Its all good, I have spoken to Eric on TF, I will get the map shortly after he has done some final testing.
It seems it is all down to one mapper, cocerello!
Earth calling cocerello, please come in ... :P
Almost There
#444 posted by Cocerello on 2014/07/30 19:37:34
Sorry guys for noticing this late, i am focused on the map.
Had a last hour problem with the map: in five minutes of work thirty thousand more faces appeared. If i were to vis it now it would take a day.
I expect to have it in 30-60 more mins + what the full vis compiling takes.
Feedback
#445 posted by sock on 2014/07/30 19:44:56
@Cocerello, thanks for letting me know. I just wanted to make sure everyone is almost finished or at a point where they can submit. Email me today when you have the zip file ready. Also remember to check your map with developer 1 and include source map and/or readme file.
So now that we all have final submitted maps, if anyone wants to do more over the next couple of days then map away. Send any updates to me by Friday morning and if what you send me works ok I will update the final zip.
All aboard the hype train, Friday release for Jam2!
Sock
#446 posted by mfx on 2014/07/30 19:48:15
Do you have a startmap for this?
Because..
The Devils Work ...
#447 posted by sock on 2014/07/30 19:55:46
it seems you have idle hands, no start map required!
The Reason The Son Of God Appeared Was To Destroy The Devil's Work.
#448 posted by mfx on 2014/07/30 20:16:50
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