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Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
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Resumed Mapping... 
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 ? 
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 ? 
 
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 
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. 
 
mine is also finish i just go time to time add one more brush :) 
Thanks JPL & Trinca 
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, 
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 
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 
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. 
For _The Team_ 
Today I walked through this topic and it looks very promising (and I really like the Quoth idea).
Make it great, people here wait for this stuff! (:

And BTW Quoth: are there any maps/episodes/whatever using this mod? 
Yeah 
Quoth. 
 
winter_mappack2005
the rest is silence! by hrim

and wel i dont remenber any other :p 
Look ... 
... onto Kell's website.. 
So... 
whats everybody's situation looking like at the moment? Reckon we will be launching this month or will it be later?

I did a bit of mapping at the weekend and as a result managed to just about get on top of it. I think I should at least be able to get a beta out by the end of the month.

I think Trinca and JPL are about done with their maps, and Biff seems to be in about the same situation as me.

How is everyone else doing? What is the code/model side of things looking like? I still have the first beta of the Quoth upgrade pak, and the new stuff in that was looking pretty good if a bit rough around the edges. I think I sent a long email to Kell about it too, but I didn't get a response. Kell, if you are reading, let me know if you received the mail. 
Btw 
Madfox is also in beta, obviously... sorry for not mentioning him in the last post ;)

what is the situation about adding speedrunning support to Quoth? It's not a big deal to me personally, but as discussed earlier in the thread, speedrunners are an important part of the community, and seeing a run on your map can be really rewarding. I plan to make sure my map is runnable (currently there is one big ass shortcut that can be had) and I would love to see if speedrunners can speed their way though it (and the other maps in the pack).

Earlier in this thread it was mentioned that the speed running progs was closed source to stop cheats, but is there any chance the final Quoth 2 source could be passed on to the speed runners so they can add it as the final change without any of their secrets being spilled? 
 
Out of interest how is the progs 'closed source'? I have yet to see a progs that was not decompilable by one of the tools out there? 
I Worked 
whats everybody's situation looking like at the moment? Reckon we will be launching this month or will it be later?

I worked on the map quite a bit last week and Saturday. My eyes are getting sick of it. I'm scaling it down a little bit to make it easier to complete by the end of this week. 
Than 
My map is ready since last month, and I'm just waiting for a delivery date. I guess the final pack built will be triggered by Kell and necros progress on Quoth update... 
Omus 
Decompiling is ugly, you won't get all the comments and akward code. 
RE: Deadline 
My monitor's up shit creek without a paddle right now, so unless I can get it fixed or find a new one pretty sharpish I'm going to have to pull out of the event. For now I suggest assuming that I'm out already, because I can't afford to shell out for a new one at the moment.

It blacks out every thirty minutes or so at which point I have to give it a twenty rest, so doing anything more than checking forums/emails gets tiresome fast.

However, I'm loving what I've got of my map so far, so I'll release it on its own at some point if I don't make the deadline for this pack. :) 
TF 
Can't you borrow an old crt from someone? I'm sure there must be someone you know that has an old monitor you can borrow for a while. Maybe it's a bit of a hassle, but I'm sure you can find something. I hope you can anyway ;) 
 
> (..) it was mentioned that the speed running
> progs was closed source to stop cheats (..)

Don't want to start a fight or something... but isn't this a violation of a GPL licence?

PS. How to make colors/italic/whatever in posts? Nothing like [i]/<em> seems to work on 'preview'. /: 
 
<q>quote</q>
<i>italics</i>
<b>bold</b> 
Lazy_bum 
If I am correct progs.dat does not lie under the GPL. There are lots of "closed source" mods. 
 
[q]Decompiling is ugly, you won't get all the comments and akward code.[/q]

But even so it usually re-compiles with a bit of cleaning up. Withholding the src to stop cheaters seems like a flaky idea to me and they should just make it open for SP modders to include (at least on request). 
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