Yeah
#4520 posted by Preach on 2008/03/01 23:13:14
Walkmonster in wall fails because your monsters are not onground when they spawn, so they can't walk anywhere, which is the way the qc checks if it's stuck in a wall. You can make sure that droptofloor() is run on each of the spawning walkmonsters, but that would make it impossible to spawn them in the air if you wanted to - even if they weren't stuck there. Probably better to make an exception to that bit of code for monsters which are spawned in.
#4521 posted by JneeraZ on 2008/03/02 04:14:02
The better solution would be for you guys to play with "developer 0". :P
Willem - Try Brainwashing Everone First...
#4522 posted by RickyT33 on 2008/03/02 15:39:00
...then release mod! Hehe... this is exciting, I will check it out ASAP! :D
Good Screenies
#4523 posted by madfox on 2008/03/02 19:48:41
hrimfaxi!
I'll dive into conquer, willem!
Willem
#4524 posted by bambuz on 2008/03/02 21:07:36
make a zip that has the qonquer directory not qonquer/qonquer. It's redundant you know.
Will test before complaining more.
Tower Of Dal Gurak
#4525 posted by spy on 2008/03/04 17:01:30
i made a map 'tower of dal gurak' remake of 'Blade of darkness' game, maybe someone wanna beta test it?
note: you need kinn's marcher fortress to play my map
p.s the rocks/cliffs are suxx
Ill Test It!!
#4526 posted by RickyT33 on 2008/03/04 17:11:51
I haven't ever heard of "Blade of Darkness", but I'll happily test it. Ill do it tonight if you mail it to me within the next hour!!
trowbridge (dot) richard (at) googlemail (dot) com
No Title
#4527 posted by spy on 2008/03/04 17:26:16
RickyT23, check your mail
No Title
#4528 posted by spy on 2008/03/04 17:28:50
and DON'T FORGET to put the map in marcher's maps directory or you can't play it
OK, I Got It!!
#4529 posted by RickyT33 on 2008/03/04 17:47:43
So its a map for Marcher progs then? I'll use Marcher.exe.
Feedback tomorrow! :-)
Spy
#4530 posted by Sielwolf on 2008/03/04 18:28:43
if you want I�ll test it too, mail is in my profile.
#4531 posted by spy on 2008/03/04 18:39:23
>So its a map for Marcher progs then? I'll use Marcher.exe.
marcher.exe is outdated glquake by aguirre, version 1.26 or something, i suggest you to use
lastest version 1.32
the map is long time ago ready to release but these fecking rocks/cliffs look like shit i can't properly make 'em, maybe i should play around with terrain generator by nemesis
Blade Of Darkness
#4532 posted by Shambler on 2008/03/04 20:16:48
Top game. Steep learning curve and harsh in places but great atmosphere & combat potential.
Good luck with map.
Yea'
#4533 posted by Text_Fish on 2008/03/05 01:04:08
BoD was great. I never understood why other developers didn't pinch its melee system. Instead we're still stuck with 'mash button to swing sword in generic arc' systems about five years on!
Blade Of Darkness
#4534 posted by ijed on 2008/03/05 02:02:31
Looks intersting, will give it a look.
BoD
#4535 posted by nitin on 2008/03/05 10:21:05
I have to say, there were numerous times where I just resorted to button mashing out of frustration, so I dont know if I agree on its melee system :)
Now...
#4536 posted by distrans on 2008/03/17 04:44:08
...siewolf has done his duty by hammering my level into the ground, and following this humiliation I've made some changes. Now, who else gets close to Mr S for arse-kicking Quake play...I need fresh HARD meat to test this version.
Distrans
#4537 posted by spy on 2008/03/17 08:34:05
>I need fresh HARD meat to test this version.
if you want i can send fresh hard meat to you to test:)
Oh God. Distrans
#4538 posted by RickyT33 on 2008/03/17 14:27:33
I'll do it. Send it to me and I'll try my hardest.
RickyT23 NEEDS A PLAYTESTER ! ! !
#4539 posted by RickyT33 on 2008/03/17 14:28:22
Who wants to smash some crates?
Shots For My Upcoming Maps
#4540 posted by Orl on 2008/03/17 17:43:55
You've Been Busy
#4541 posted by RickyT33 on 2008/03/17 17:55:46
I like your style there Orl! You can almost tell its your maps even if nobody said who it was!
These maps look to be interesting to say the least, some very massive buildings and wide open spaces. Classic Quake enemies?
Is there some sort of ferris wheel in one of the later shots?
And as for carving - check out Deja Vu for what NOT to do with the worldcraft carve tool. AguirRe is about the only person who looked at the source, but it's really quite embarrassing. No wander they wouldnt fucking vis!
Not now though - it's triangles all the way for me. Everything must be on grid! ughh....
You Did
#4542 posted by madfox on 2008/03/17 19:54:11
great work, Orl!
#4543 posted by Orl on 2008/03/17 21:28:52
I like your style there Orl! You can almost tell its your maps even if nobody said who it was!
My maps are that obvious huh? :)
Classic Quake enemies?
Yeah. I know Quoth2 was just released and, while I do enjoy it, I just prefer the classic.
Is there some sort of ferris wheel in one of the later shots?
Some kind of ferris wheel. It's giving me a heap of problems though, it may have to be removed in the end, but I'm hoping it doesn't come to that.
And as for carving - check out Deja Vu for what NOT to do with the worldcraft carve tool. AguirRe is about the only person who looked at the source, but it's really quite embarrassing. No wander they wouldnt fucking vis!
Heh, I know about all the evils of carving. I used to abuse it so much in my older maps... Now I use it rarely. But again, that picture is just a joke :) I'd like to see Deja Vu's source though, just to look at how you made it, if it's alright with you of course.
You Did great work, Orl!
Thanks :)
Looks Good
#4544 posted by ijed on 2008/03/17 22:03:23
But the shots seem a bit washed out, a contrast filter might help.
Also shot4 (the green base) they're your textures? I'd maybe sharpen them up a bit to retain the Quake grittiness.
Looking forward to the pack.
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