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
Resumed Mapping...
#542 posted by than on 2007/01/08 04:52:35
just starting to do some more work on my map so that I can hit the deadline and remembered to suggest to everyone to use the info_command or trigger_command entities in their map to make sure they set the correct r_wateralpha value for their maps otherwise any map played after mine will have wateralpha set to 0.25, which is very low in most cases.
Also, if anyone else is setting some other value using the command entity in Quoth, please let us all know so that we can compensate for it in our maps.
Alternatively, maybe the info/trigger_command entities should save the previous state for each thing it sets and revert it when the map ends or the player changes the level at the console. Is that possible, Necros?
BTW ?
#543 posted by JPL on 2007/01/08 05:55:19
just starting to do some more work on my map so that I can hit the deadline...
Is there already a deadline I would not be aware of ?
#544 posted by Trinca on 2007/01/08 06:10:05
i think it was end of january but i think necros should say a date since it will be him that will colect the maps!!!
Trinca / Necros
#545 posted by JPL on 2007/01/08 06:16:26
OK, I'll loko forward for the delivery date confirmation. As the map is already ready since a month... it is not a big deal for me.
#546 posted by Trinca on 2007/01/08 06:35:12
mine is also finish i just go time to time add one more brush :)
Thanks JPL & Trinca
#547 posted by HeadThump on 2007/01/08 07:48:39
Deadline wont be a problem, though I'd like to have a complete version the week before the deadline so the bugs can be ironed out.
Than,
#548 posted by HeadThump on 2007/01/08 08:21:51
I gave it some thought before responding, so here is my two cents, using an entity that is buggy and forces other mappers to use the same entity that they would otherwise ignore to compensate for the bug is not the way to go about doing it.
If the entity gets fixed, now that is just gravy but otherwise its going to be a problem.
Headthump
#549 posted by than on 2007/01/08 15:56:57
the entity is not buggy, but it sets the wateralpha at the console, which stays set after the map ends. I can set it to 1 at the end of my map I guess, but if there was a way of restoring it to the previous value that would be nice. The simplest way I can think of would be to retrieve the old value for a cvar when the new value is set, and reset the old value when the entity is retriggered - perhaps automatically when the map ends?
The other option would be to set wateralpha etc. values from the start map entrance portal.
Also, the entity allows each mapper to specify exactly what wateralpha value they wish to be used for best results on their map, so I think it is pretty useful. I'm only using it on my map because there is glass, and without setting wateralpha the glass won't be transparent.
Info_command Is Generaly A Good Idea
#550 posted by HeadThump on 2007/01/08 16:25:38
it is a powerful entity though. When I first tinkered with it (actually a different version of this entity found on gamers.org) the first idea to pop in my head was, 'ah, savepoints!'and soon after 'spawnpoints+savepoints=hubmaps!'. Didn't take long to get over my head.
I don't have have any problems putting a command to set alpha in my map. I'll do it if it helps. Where there may be a problem is if any of the mappers have compiled a final version of their maps and have no plans to change anything. A simple -entsonly compile should be all that would be needed in this case, but we do need a general consensus among the mappers even still.
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