#38 posted by Mugwump on 2016/11/18 02:11:31
Hmmm, an upside down flame... Didn't even think it was possible in Quake. Wondering how Seven's particle flame will behave in that spot.
Bam
#39 posted by Qmaster on 2016/11/18 04:12:07
100% Complete
Now where do I submit this?
Correction
#40 posted by Qmaster on 2016/11/18 04:25:16
Now 100% complete. Found a bug in vanilla quake where setting both killtarget and target will cause it to ignore target.
42 enemies
2 secrets
616kb
Progress
geometry and texturing 100%
that's it.
I need to do all the triggering, entities, lighting, etc.
If I get time I will also add some more detail geometry. Wifey gets home tonight after a week away, I might not get it done by the deadline. I'll release it afterwards if I miss the deadline.
#42 posted by NewHouse on 2016/11/18 11:14:19
Btw, it is 12:13. So before 24:00 I will send it to... otp?
#43 posted by NewHouse on 2016/11/18 11:42:01
So to be honest I am not sure about these limitations, or how to even check it. I just trien to keep brush amount low, I heard some one saying something about 700-800 brushes.. is that still too much?
NewHouse
#44 posted by mjb on 2016/11/18 12:15:02
Just keep it to the standard 4096 boundary. Don't worry about the limitations like I did at the start!
Progress:
Brushes: 100%
Lighting: 80%
Textures: 90%
Entity: 50%
Will be done by tonight.
#43
#45 posted by khreathor on 2016/11/18 12:40:05
Build BSP (not BSP2), run it in vanilla Quake. If it works you're ready to go, if not then optimize.
#46 posted by NewHouse on 2016/11/18 13:37:30
Thanks, hopefully it runs (starts testing)
Fun
#47 posted by mjb on 2016/11/18 14:11:10
This was indeed a fun experience, since highly detailed brushwork design was not allowed, I focused what I would have done with that time on fun gameplay elements. :)
Muy Bueno
Fish
#49 posted by mjb on 2016/11/18 16:36:11
Will the fish bug exist for this release?
No
To Clarify
I will not be supplying any progs.dat with this release.
Okay
#52 posted by mjb on 2016/11/18 17:28:39
Wouldn't be retro without improper kill totals due to fishes haha.
Naming convention: retrojam5_xxx?
One Question?
#53 posted by Newhouse on 2016/11/18 18:18:07
Trigger_Push what spawnflag value makes it "start off", I tried 64 which worked for func_illusionaries at least? This is the ending part and want to have some control when to activate them.
Start Off
#54 posted by Preach on 2016/11/18 18:24:44
Hi Newhouse, there are two map hacks that might help you here:
This one lets you have a trigger_push which starts inactive, and begins working when triggered:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/
If you need to turn the trigger on and off multiple times, you need the more complicated hack in this post:
https://tomeofpreach.wordpress.com/2015/11/19/toggleable-trigger_push/
Thanks Preach
#55 posted by Newhouse on 2016/11/18 19:13:53
This time I only need to "Set On" them after some actions.
Also I experienced something weird with teleporting enemies, I don't use mods or anything, but when using Quakespasm everything was fine and they teleported with delay, then I tried same thing on Darkplaces and Ogres didn't teleported. I placed Ogres inside brushes (func_teleport) and then placed teleport_destination where I wanted them to teleport, I give them fairly enough offset as well.
#56 posted by Newhouse on 2016/11/18 20:11:15
Nevermind, it seems that it wasn't working on darkplaces-sdl.exe but worked with darkplaces.exe. What is even difference between these other other than sdl is programmed by sdl?
Also fitzquake doesn't run on my computer, I can't even make it start to play original maps. But was able to test it on ReQuiem, Quakespasm and Darkplaces.
Files Are Sent
#57 posted by Newhouse on 2016/11/18 20:31:46
file names? retrojam5_yournamehere?
Do We Still Have The Weekend?
#58 posted by adib on 2016/11/18 20:59:43
or is it over? Just asking.
#59 posted by Newhouse on 2016/11/18 22:14:11
Want to make one too?
Anyone In Their Right Mind Would Vote Yes.
#60 posted by Shambler on 2016/11/18 23:46:38
A nice cold grim wet early winter weekend of mapping, then a selection of fun little maps for the bleak dark evenings of the week ahead.
Good Sign
#61 posted by mjb on 2016/11/19 00:07:08
I would say this is a good sign I can consider my map suited to the retro fit.
http://www.quaketastic.com/files/screen_shots/mjb_air2.jpg
What #60 Said.
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