 .
#576 posted by necros on 2007/01/20 21:41:32
 Neg!ke...
#577 posted by madfox on 2007/01/20 22:09:55
I am the one who want all new things!
 Oh Nice
#578 posted by negke on 2007/01/21 11:00:56
any chance to have it work with models too?
 Any Chance...
#579 posted by JPL on 2007/01/21 17:58:25
... that delivery date will be decided soon ?
I'm a little bit hurry to play the full pack now... and continuing to delay it more and more, it will turn into a Spring Pack... So, are late people ready, or almost ready ?
#580 posted by Trinca on 2007/01/21 18:31:10
i want releas to :p i�m sick of my map :\ if i could go back i rebuild diferent :p but i�m to lazy to fix it :(
 Walk, Don't Run!
#581 posted by madfox on 2007/01/21 21:46:07
I just deleted my last hom, at this point
I can start texturing and finish the end theme.
I don't understand your impatience?
In the beginning there were plenty ideas, like making an entrence to each level.Or beta test levels of each participants.
http://members.home.nl/gimli/base12.jpg
 MadFox
#582 posted by JPL on 2007/01/21 23:43:11
Yes, and it was also told that the delivery date should have been during Xmas... Being latere and later it will be almost Spring.. so my comment :P
Anyway, but it would be cool to fix a date, just not to wait endlessly for late people.. :D
 Talk Earlier
#583 posted by HeadThump on 2007/01/22 00:10:18
was for the end of this month after Christmas schedule became unrealistic, so that is what I have been aiming for in the size and extent of my build. Also, take into consideration and as Than pointed out the new Quoth material is still in beta as well. However, If you want to decide on an earlier date I'll adjust accordingly.
 HT
#584 posted by JPL on 2007/01/22 08:48:36
I would not like people to think I try to force other people to finish their map in a "quick and dirty" way. My only concern is that no delivery date has been fixed, and with such statement, it can be postponed forever (I hope not). Saying that, I was just simply highlighting the fact that we would need to fix some date, just to drive a little bit more the project... In real life (at work for example), working without target date is somewhere not so much productive...
Anyway, I'll wait till the end of the month.. Hopefully Kell and necros will update Quoth, and then the pack will be available soon after...
 No Problem At All
#585 posted by HeadThump on 2007/01/22 09:17:23
you are right, I'll mull about the design for weeks without a kick in the butt to complete it! I believe it was Necros who reset the target for the end of January. I thought it was a good idea personaly because I always underestimate how busy my Decembers turn out to be. I think I'll send a beta out this coming weekend though. Some things I wanted to put in (you play Flash Gordan chasing Ming who stays just out of your reach throughout the level til the end) are too ambitious. Just make a normal level HT, with monsters, traps, a few goals, and secrets and be done with it already.
 Also, About The Mulling About Of Late,
#586 posted by HeadThump on 2007/01/22 09:36:37
I've come to a bit of an opinion from doing large landscapes with a multitude of buildings type of maps like this one, Ariadat and the Mortisville map, and I wanted to see what other mappers think.
As excellent as our compile tools are (with much appreciated thanks to AquiRe and Tyrann) the outdoor lighting model for Quake works best with set pieces, facades where the player approaches the staged portions from particular direction than it does with a more open design. There seems to be many shadowing artifacts that despite a lot of experimentation with settings, they can't be entirely avoided (though manually adjusted area lights can help). If there are optimal settings that take care of this I'd appreciate the knowledge, but I suspect a radiosity model is needed in open terrain design.
 Outdoor Areas
#587 posted by inertia on 2007/01/23 01:06:04
I would think that a vis problem would be encountered before a light problem, when making outdoor areas such as you describe, headthrump.
 In The Base Map
#588 posted by HeadThump on 2007/01/23 01:27:39
vising doesn't take much time. I keep the shapes pretty basic with simple designs for the buildings.
 KK.
Anyone got a copy of the quoth.def I could use? I can't find a link to it anywheres (including on the Quoth pages at Kell's site).
 Biff0r
#590 posted by than on 2007/01/23 14:03:22
if you can't find the entity def, you can just enter the entity types manually in the editor. I am too lazy to set up the fgd in Worldcraft, so that's what I have been doing :)
 Biff
#591 posted by madfox on 2007/01/23 21:47:15
ment the quothmap-sourcr or the qc?
send them both by email.
 Oops...
#592 posted by madfox on 2007/01/23 22:20:30
I aint got the quoth-qc, only the quoth update of Kell.
I sended an email to all participants of the Quoth pak.
There are the two versions of my Lost Mine map.
This for the patience of my mappings.
http://members.home.nl/gimli/base13.jpg
 Than, MadFox
Than: yeah, that's what I've been doing up until now -- had Bob and the Defender added to my map, but for some reason the Rocketeer (or monster_army_rocket) will not show up. Figured the actual .def file might have something I'm not doing.
MadFox: No, the .def file which has the information on all the special Quoth entities for the map editor. The Map Tutorial page at Kell's site is supposed to have a link to the .def file, but it does not =(
 Biff
#594 posted by than on 2007/01/24 00:58:41
what I do for placement is place an enforcer to get the right size bbox, put him where I want him, and then change the type to one of the quoth classes. When I do that (in WC btw) the bounding box shape changes to the wrong size, but at least I know it's in the right place. Are you sure you haven't put them clipping into a wall or something? I'm having no probs with enemies not showing up.
 Quoth Def.qc
#595 posted by madfox on 2007/01/24 01:03:56
biff, use the site of necros, all the def.qc are below the page.
http://necros.planetquake.gamespy.com/quoth/index.html
 NECROS ROCKS.
'Nuff said.
 So, Quoth Source
#597 posted by Lunaran on 2007/01/24 05:28:11
yes? no?
 Typically
#598 posted by necros on 2007/01/24 05:37:41
we release the source of the previous version of quoth each time. when we released quoth, we released the chapters progs. if we followed the same trend, you'd get the original quoth progs this time around.
we never released our stuff under gpl (although that remix map was GPL, which is why the source to the map was included), but seeing as how this is likely the last version of quoth, releasing the current progs would be in order.
but! i am really swamped with stuff, work, burning crusade and d3 mapping and i haven't talked to kell in ages (sorry dude, not ignoring you or anything).
the interest is just not there at the moment (speaking for myself, and i got the impression it wasn't there for kell either).
i have been watching this thread, but i couldn't find any 'nice' way of saying it...
 Interest?
#599 posted by Lunaran on 2007/01/24 05:47:38
How much is there to do? I was just imagining progs/* -> .zip -> ftp.
 .
#600 posted by necros on 2007/01/24 08:32:45
there's a lot.
|