#517 posted by inertia on 2006/12/17 05:46:30
OK GUYS I'M HOME FROM SCHOOL TIME TO GET MAPPIN'
what is the latest status on what qc features will be in our little pak?
 Trinca,
#518 posted by HeadThump on 2006/12/17 13:36:20
I'm having some e-mail related trouble and my e-mails to you are only coming back. Meh apologies.
I've played the 2nd Beta twice now, and I only have a few recommendations to add; some of the longer corridors are a bit more curvy than what the texture materials suggest they should be, and there is a problem with the big lift down where creatures get under the lift as it is coming down and they force it up before you can jump off.
 As Mentioned Before...
#519 posted by madfox on 2006/12/17 15:37:20
the quoth.progs would be updated with a func_ladder too.(maybe)
I've been working a little by myself extracting it from the proxys.qc but although I may get it work on a clean qc-file,
this doesn't intend it will with the Quoth.qc
 What's So Special About A Func_ladder Anyway
#520 posted by negke on 2006/12/18 11:56:39
since you could also simply use 1 unit stairs/clips?
 Probably Some Semblance Of Ladder-like Movement?
#521 posted by Lunaran on 2006/12/18 12:02:36
ie not rocketing skyward
 Neg!ke
#522 posted by madfox on 2006/12/18 17:15:38
Since you're the one with the urge to leave I'll try to explain...
you're option is almost right though the minimum size is 4.
And as I have rather large heights it would make the verticals too max.
func_ladders use the jump function in some enhanced manner and are not so easy to integrate in the qc because they depend on other, like client.qc and players.qc
In my map I would have to make the vertical size to big as they are in mineshafts rather small.
Are you still there...
 Also...
#523 posted by tron on 2006/12/18 23:40:26
the 1 unit wide step method makes it virtually impossible to move back down the ladder (or more to the point, makes it very easy to move down, just not in a controlled non-falling manner)
 But
#524 posted by . on 2006/12/19 08:12:44
Who seriously climbs down ladders that aren't too high to kill the player when jumping off?
 Scrags
#525 posted by madfox on 2006/12/19 11:57:20
 Necros,
#526 posted by HeadThump on 2006/12/27 18:20:18
Do you plan to add trees to the pack? I remember some mention of trees. I could use some.
One way to implement trees would be to add a random seeder to a model_tree and each frame of the mdl could represent a different branch course. If it is a bit much at this stage, no problem man; I'll make rocks instead of trees.
#527 posted by Trinca on 2007/01/02 03:56:56
necros i made some more changes in my map so i will sent u another version soon!!!
did u get my email about monsters size? i�m making a quoth.Qkr file for Quark
 Back From Holidays...
#528 posted by JPL on 2007/01/03 11:23:57
.. so I'm ready to send my map for "packing" step... Just let us know, who and when to send the stuff...
 A Base Pack Of Good Wishes...
#529 posted by madfox on 2007/01/04 09:22:58
I have a map, but I just finished deleting the HOM's and that's really sticky. But the gameplay and texturing is far from standard.
If there is someone for betatesting?
Trinca, you've got mail.
#530 posted by Trinca on 2007/01/04 09:42:50
yes but my life is not easy at the moment :( fucking to much fucking work :( i play this weekend i promiss!!!
 MadFox
#531 posted by JPL on 2007/01/04 12:40:30
Please send.. I'll take a look..
 Cool
#532 posted by madfox on 2007/01/04 14:56:51
I placed the file on the net so if you want to beta test it just let me know.
 MadFox
#533 posted by JPL on 2007/01/05 23:40:14
I downloaded it. I'll come to you later by email when tested ;)
 Jpl
#534 posted by madfox on 2007/01/07 11:15:22
You made a good look. Sorry for the newboss.
I ain't got a good solution for this part of gameplay.
Level is still with the proxysm mod, can't help it but in the quoth pak it looks rather pale. Thanks for playing.
Trinca, I changed the level on the net, so the email isn't valid.
I'll send a new one. (The wbase_beta2.rar you sended me had a corrupted header.)
#535 posted by Trinca on 2007/01/07 12:03:00
:\ i sent u again! will play tonight your map!
 Still A Barebones (only 2300 Brushes) Map
#536 posted by HeadThump on 2007/01/07 20:30:12
But I have all of the reachable sections built. It is a pretty huge map but fits within the 4096 range, so it shouldn't be a problem for FitzQuake.
I have a lot of detail left, most buildings don't even have roof structures built in yet, and the textures and light are only serviceable until I get some more of the basic brush work complete.
I'm using the Diakatana sets 1 and 4 for this one, and the working title which I may keep is
Merciless Ming
http://img457.imageshack.us/img457/5404/dp000020al0.jpg
http://img132.imageshack.us/img132/5092/dp000021ua9.jpg
http://img440.imageshack.us/img440/3964/dp000023ri7.jpg
http://img212.imageshack.us/img212/3646/dp000025tf2.jpg
http://img441.imageshack.us/img441/1507/dp000026bc8.jpg
http://img108.imageshack.us/img108/8918/dp000027xf1.jpg
 Err
#537 posted by inertia on 2007/01/07 20:36:08
2300 brushes is barebones? :E
How many brushes do most good sp maps have?
 5000+
#538 posted by Zwiffle on 2007/01/07 20:37:17
czg maps are like 20000+.
 No
#539 posted by czg on 2007/01/07 22:47:12
stop lying
#540 posted by Trinca on 2007/01/08 00:59:23
look cool headtrhump but look like need a lot of work :) horyup :p
 HT
#541 posted by JPL on 2007/01/08 01:45:01
Looks interesting indeed ! I'd like to see that ingame soon: go map !
;p
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