I Want
#426 posted by inertia on 2006/11/17 16:12:25
to a level like that one super mario 64 level where you raise/lower the liquid levels :D (the atrium in slip is perfect for it)
Yeah
#427 posted by necros on 2006/11/18 00:10:06
apologies, but there aren't any plans to include moving water into quoth. the method that it's accomplished with is a dirty hack (well, many dirty hacks) and some aspects of it will interfere with things that have already been implemented in quoth.
Also:
#428 posted by necros on 2006/11/18 00:11:02
i see no reason to not include forcefields, as they are simple enough entities to do (half of the forcefield stuff is already included in the form of func_togglewall) so including the particle spawning entities shouldn't be a problem.
You Rock
#429 posted by than on 2006/11/18 04:41:30
love and xx
-than
Teh Latest.
http://biff.leveldesign.org/index.php/?p=62 A couple of pics from my base-in-progress =D
Biff
#431 posted by R.P.G. on 2006/11/19 11:29:37
O RLY?
RPG
PWND.
Biff
#433 posted by nitin on 2006/11/19 13:23:02
second pic looks quite good, but lighting's being worked on?? it looks flat at the moment.
Nitin
Yeah, just approximating the light at the moment, although I still think it's a bit too dark in other areas (not the one show recently). I'll have it all tweaked by the time it gets tested and stuff, fo shizzle.
Base_pack Ftw!
#435 posted by R.P.G. on 2006/11/19 16:31:03
Ok seriously this time: Looks cool. I agree with nitin about lighting. Also, you might want to consider spicing up that floor with some crates.
Yes, Yes.
Crates are forthcoming -- still working out the basics, atm (ftw!). I am hoping to use all of the crate textures currently residing in the ultimate_base wad (excluding Asaki's UAC logo textures, seeing as how it's a "generic" base), which come in a multitude of sizes and types. For the time being, I'm simply leaving a good bit of room here and there for them =D
Waiting For This One
#437 posted by ijed on 2006/11/20 08:36:45
biff - nice world geometry, just needs a bit more light work and stuff scattered around (crates, corpses?) otherwise looking good.
trinca - like the outdoor areas, looks like youve gone for large and stylish rather than overdetailing - cool.
as to func_ladder - don't know about this; isn't it easier to use the old very thin steps made from clip brushes trick . . . though this does limit the height of your ladders.
Trinca
#438 posted by JPL on 2006/11/20 11:48:37
Did you receive my email with my preliminary and monster free base map ? Or did you have any troubles with your mailbox ? What happens ?
#439 posted by Trinca on 2006/11/24 09:27:42
YESSSSSSSSSSSSSSSSSSSSSSSSSS
my map is finish!!!
now if fix fix fix fix parts!!!
Kell
#440 posted by JPL on 2006/11/24 11:59:57
It seems there's an issue with monster_scourge: I got the following message: progs/h_scourg.mdl not found... Is there a typo somewhere or is it a real problem ?
Oh..
#441 posted by necros on 2006/11/24 14:16:55
looks like we forgot to include the scourge head. :P for now, either copy any monster head and rename it to h_scourg.mdl and put that in a temp /progs folder, or extract it from hip pack and use it. sorry, we kinda just threw him in there real quick.
Quoth Update?
I tried mailing Kell but got a server error, so how could I possibly get my hands on the patch and whatever other fileage that may be on the way?
Actually...
#443 posted by necros on 2006/11/24 15:12:24
i haven't seen kell on msn for a little while now... wru buddy? T_T :P
i shall take over the emailing of the beta quoth pak for now. reach me at necros (at) rogers (dot) com (i'll send it to your listed email, biff)
Necros
#444 posted by JPL on 2006/11/24 23:24:14
Thanks for the infos, I'll try it.
However, when do you plan to release a Quoth pack update ?
#445 posted by Trinca on 2006/11/25 03:04:25
ok next friday i will have first beta map is finish but need some fixes! can team Quoth base pack give me email for beta?
or sent mail to trinquinha@gmail.com and i reply with map!
Last Area Finished...
#446 posted by JPL on 2006/11/26 04:18:56
So, it is done... I finished the last area of my map, and monster placement has just started.
Here are below some shots of this last part. I know it is dark, and also maybe too "blue"... but this "foggy" for the ambience... like CDA was ;)
The best will be to experiment it "live"...
http://lambert.jeanphilippe.free.fr/Divers/SRC1.JPG
http://lambert.jeanphilippe.free.fr/Divers/SRC2.JPG
http://lambert.jeanphilippe.free.fr/Divers/SRC3.JPG
http://lambert.jeanphilippe.free.fr/Divers/SRC4.JPG
Please feel free to comment the shots...
So now I have to make a very fast beta test to improve the stuff, and then launch final built... hoping it will not take too much time... I would not like to miss the "target" date (BTW, what is the target date ? Is there a date already decided ?)
JPL
#447 posted by negke on 2006/11/26 04:26:41
looks cool.
but *please* when increasing brightness don't forget to increase contrast correspondingly! otherwise the screenshots look as washed out and blurry as the ones above.
Neg!ke
#448 posted by JPL on 2006/11/26 04:36:25
I forgot to increase contrast by 20%. Is it OK now ?
Jpl
#449 posted by nitin on 2006/11/26 05:15:23
I still think scale looks off in first two shots.
But obviously, it may be well be different in game.
do you need betatesters?
Nitin
#450 posted by JPL on 2006/11/26 05:55:12
I still have to refine some minot things: monster walking in walls, adding maybe more monsters, and improving gameplay before starting a real session... As of today, there are 69 monsters in easy, 98 in medium, and 118 in hard... not so much in fact...
Anyway, if you want to test a preliminary release, like Trinca already started to, (fast vised only), please send email.. I'd be happy to send it ;)
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