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#23 posted by dwere on 2016/12/04 22:19:28
Regular nailgun consistently gibs shamblers. Doesn't feel right.
Double Take
#24 posted by mjb on 2016/12/04 22:59:47
Thanks PuLSar, I do not like noclipping and really I did not have to, but as you can see it was only done to save walk back time. I also paid for it with my life quite literally haha.
ANOTHER mega secret...wha wha what? Okay, looks like I'll have to dive back in, should have made a manual save!
Terror Fuma
#25 posted by path0gen on 2016/12/04 23:24:31
More fooling around, to find more secrets... still haven't found all of them :D
https://drive.google.com/file/d/0B9SGXU6l13PrTGxMQU1iTGJlQWs/view?usp=sharing
Can't wait to play other maps tomorrow!
Mon_boil
#26 posted by PRITCHARD on 2016/12/05 02:46:24
I hope ad_sepulcher comes soon! Until then, I can't work with AD 1.5 :(
https://github.com/kduske/TrenchBroom/issues/1522
Well, I could work with it if this bug is fixed. It's a race to see which happens first! :D
Just Rename Any Model
to mon_boil.mdl
#28 posted by muk on 2016/12/05 02:55:45
What map is that?
Generate a .ent file...delete the conflicting entities...?
#29 posted by muk on 2016/12/05 03:02:23
ignore that. trenchbroom isnt gonna care about a .ent.
fifths got the right idea.
or perhaps try loading in JACK, delete the mon_boil and rename the .map
@Fifth
#30 posted by PRITCHARD on 2016/12/05 03:16:55
Thanks for that idea, it works. Now my mon_boils are bonepiles.
@mukor, there are no "conflicting" entities in the map. I haven't placed any mon_boil entities or anything like that. That's why I thought it was a showstopper.
I suppose something else I could have done would have been to edit the entity out of the .fgd, but I have no idea how feasible that is.
#31 posted by muk on 2016/12/05 03:44:17
http://imgur.com/a/Ao2pY
Deleting those should do the trick. Loaded fine in Trenchbroom for me.
A note, the issue you submitted is moot. Its already been solved. Im using a recent build provided by Ericw, and it just gives an error message in the issue box at the bottom of TB. No crash.
#32 posted by PRITCHARD on 2016/12/05 05:19:36
How recent is your build from ericw? I'm using 3cb0140, which I got from them as well.
Interestingly, I only had to "fix" mon_boil - the icegolem never raised any issues for me.
#33 posted by muk on 2016/12/05 05:38:38
Im using the same build. Weird.
Glad we got it sorted out. Should probably get back to topic now. :P
Pritchard
Mark V And Quake.rc
You can forget these three commands in quake.rc if you are using a recent version of Mark V:
max_edicts 8192
r_useportalculling 0
cl_beams_polygons 0
Max_edicts defaults to 8192 in Mark V v1.0 anyway, and just like the other two commands, it simply doesn't exist.
New Here
#36 posted by topher on 2016/12/05 14:44:33
I saw this mod in rock paper shotgun some months ago. Since version 1.5 was due, i decided to wait,
and played rrp, honey and some others instead. i'm amazed. the level of quality is excellent.
i will be posting the demos later, first time playing the maps.
i played and recorded ad_e1m1 and e2m2.
very nice remixes
is there a way to continue to record a demo after quickloading? i was recording ad_e1m1 and stopped recording after a quickload. i died in e2m2, and played the level again from the begining and the recording was not stopped this time.
Topher
#37 posted by muk on 2016/12/05 18:07:15
Im working on a solution but it probably involves learning QuakeC.
Youll have to start a new recording after loading/quick loading.
Ad_tfuma ~ 1 Hour Boring Demo Play/analysis By Me
#38 posted by Newhouse on 2016/12/05 18:50:12
Sorry, I thought it would be nice to use "say" command and point out my thoughts. I just want to be honest with these demos. I liked the map, that is more important. But to be honest, since the map is really long, even though shortcuts were well placed, the overall layout was too big for my taste to play it multiple times. Maybe after couple months I could try again, since a lot of details and work putting there and there.
Loved the poison/toxic theme there, and light was really moody. But I personally hate those poison spawns.
https://drive.google.com/file/d/0BwxYkKdSD855bWtsWWFpc1RGOEk/view?usp=sharing
Also I think this new shambler's model/texture doesn't work, since it lost its mystery/scariness, because now you can see that it actually has teeth and elephant toes, really? When mapping ad maps, is it how easy to switch old models back if I personally want to do that. No offense it looks great and everything, it just isn't my cup of coffee.
#39 posted by dwere on 2016/12/05 19:23:30
Also I think this new shambler's model/texture doesn't work, since it lost its mystery/scariness, because now you can see that it actually has teeth and elephant toes, really?
I think it was always pretty obvious that it has teeth.
Whether it has fur is another question. Looks like the author of the new model is of the "It doesn't have fur, you furfag" camp.
On a more serious note, the model does look a little weird to me. I think one of the reasons why is that it seems to be made with animation interpolation in mind. Becomes especially apparent during the death sequence (when the poor critter avoids being gibbed by nails).
I'm sorry but I have to agree. It's a good model on its own but looks completely out of place in the game.
Newhouse
#41 posted by muk on 2016/12/05 19:36:49
You can override the skin by using the "exactskin" flag as seen in line 1491 of ad_v1_50_readme.txt.
Open the shambler model in QME and youll see the original shambler skin is skin 0.
So for the exactskin flag youll want to enter 0 to make it the original shambler skin.
What?
That's not the original skin.
Thanks Mukor~
#43 posted by Newhouse on 2016/12/05 19:52:18
Also dwere call me weird, but I always though Shambler was larger spider monster with the white sheet over, and feet were more like hooves and not elephant toes. That is why I love old textures since you can't really tell what you're looking at. Shambler's face was so blurred that is looked more like a spiders face with two big spikes. But these are just my personal believes about that monster, I can be wrong.
Thought* It Looked*
#44 posted by Newhouse on 2016/12/05 19:56:16
Misc_smoke Direction
#45 posted by mjb on 2016/12/05 19:56:58
Any way to have misc_smoke point horizontal rather than only up? The .def shows it supports angles key and that you could tell it to target an entity for it to point to but nothing changes.
#46 posted by PuLSaR on 2016/12/05 20:03:20
Try up and down direction (-1,-2)
Final Boss?
#47 posted by Bloodshot on 2016/12/05 20:03:20
The maps are amazing as usual, great update guys. Is there a final boss this time around?
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