 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 ;)
#451 posted by Trinca on 2006/11/26 07:26:13
JPL i think only Quoth team should test maps :p not to spoil the monster surprise :p :) since there are fun new ones! nitin should wait :p for total surprise!
 JPL
#452 posted by PuLSaR on 2006/11/26 14:52:07
looks quite nice, especialy the shot3.
Did you use colored lights there?
 Necros
Got the mail -- thanks, man.
 JPL
Your map's got me really curious. For the most part those revamped tex don't look half bad -- and the map itself looks really nice, too.
 Thanks For Feedback
#455 posted by JPL on 2006/11/27 00:10:59
PuLSaR: no colored lightning there: the color comes from the texture. BTW the bottom texture is animated 9not visible on shots ;P. There are some in the map, but not in this part.
Biff: I'm glad it stimulate your curiosity, as it was the goal of the posts.
So now I'm looking for some beta testers, before a full built of the map, please send email if you are interested: note that you will need the Quoth Pack + the latest necros' extension with new monsters.
 Jpl
#456 posted by nitin on 2006/11/27 00:34:52
I might just wait, I'd prefer to have final build if all that stuff is required.
#457 posted by Trinca on 2006/11/27 02:11:58
biff what happend to this map??
http://planetquake.com/biff
since 2003? did u lost source? :\
 Trinca
#458 posted by negke on 2006/11/27 04:08:38
read the latest news post.
biff should be sentenced to death for losing this great-looking map :'(
 JPL
#459 posted by gone on 2006/11/27 05:03:31
I can hardly see anything even in SUPERBRIGHT 2 monitor mode (which fucks up brightnes and contrast to the max)
Are you trying to mimic doom3 mapdesign?
#460 posted by Trinca on 2006/11/27 05:11:18
ops didnt read that :( if something like this even hapend to me i think i sent computer from the window :\ and i like in a 4� floor
but i always have a backup in internet ;) everytime i work in my map i upload!
 Trinca, Neg
No no, Myrmidon is okay. Really. It's just -- resting for the time being while I work on the base_pack map. Like I've mentioned in #TF several times, the map for the pack has given me some ideas for Myrm, and vice versa. I'll get back around to working on it soon.
#462 posted by Trinca on 2006/11/27 06:13:45
coollllllllllllll map look soooooooooooooooooooooooo sexy!
:)= biff want a beta of my map?
 Speeds
#463 posted by than on 2006/11/27 06:55:57
You sound like an ideal candidate to check out the lighting levels in my map. It's not finished, and I haven't touched it for a little while, but I wouldn't mind some feedback on the genereal brightness. On my screen it looks fine (though a little flat atm) but I have a feeling it won't be so easy to see on others.
It's also pretty hard to see in some areas if fog is turned off, but I assume most people will play with fitz or an engine that supports fog, so that isn't a big issue.
If you are interested in giving me a little feedback then let me know and I'll send you the current map.
 JPL
#464 posted by than on 2006/11/27 06:57:42
please send me the map (andyp DOT 123 AT gmail DOT com) and I'll give you some feedback.
 Than
#465 posted by JPL on 2006/11/27 07:29:05
OK, I'll send you email this evening. Thanks a lot in advance.
 Actually, Jpl
#466 posted by necros on 2006/11/27 09:35:02
i didn't type anything originally, but i agree with speeds :P
in the first shot, especially, all i see is 3 vertical strips of light, and the rest is completly black. you need either more light sources, or more fake radiosity.
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