Yeeeess
#676 posted by PuLSaR on 2003/11/04 17:58:38
my e-mail is pulsar_2001@mail.ru
Look In The 2000 Archives...
#677 posted by - on 2003/11/04 17:58:47
second update. link still works
http://www.planetquake.com/tyrann/archive-2000.html
I do believe that was the only version ever...
Yes
#678 posted by R.P.G. on 2003/11/04 18:01:46
See Scampie's post. He rocks.
RPG & Scampie
#679 posted by PuLSaR on 2003/11/04 18:28:09
tanks a lot for help
No,
#680 posted by - on 2003/11/04 18:30:14
tank u!
Oh Yea-h-
#681 posted by PuLSaR on 2003/11/04 18:39:23
tanks rocks ;)))
my -h-ands don't listen to me when I'm almost asleep
Hmmmm...
#682 posted by distrans on 2003/11/04 23:22:49
German Panther... sexiest tank of all time (especially teh Jagdpanther).
Yes
#683 posted by DaZ on 2003/11/05 02:45:48
and RPG coming a close second :D
Mapping Help
#684 posted by atropos on 2003/11/06 12:22:01
Im working on a Q1 map and am trying to realize this. as you go down a set of stairs a platform in front of you goes down (& stays down) as you go back up, the platform goes up (& stays up). any ideas? help much appreciated.
Mapping Help
#685 posted by atropos on 2003/11/06 12:23:25
Im working on a Q1 map and am trying to realize this. as you go down a set of stairs a platform in front of you goes down (& stays down) as you go back up, the platform goes up (& stays up). any ideas? help much appreciated.
Atropos
#686 posted by Vondur on 2003/11/06 13:13:45
what's the problem there exactly?
what do you want exactly?
I Don't Think That's Possible.
#687 posted by necros on 2003/11/06 17:26:51
since the only way to control a door in q1 is to set it as toggleable. but that means it will only toggle from up and down on each triggering, so you wouldn't be able to control which state it should stay in depending on which direction your going in.
you can try adding an angle value to your triggers that are attached to the door. the angle keys will make sure the triggers can only be activated in a certain direction, but beyond that, i don't think there's much else to do.
It Can Be Done...
#688 posted by metlslime on 2003/11/06 17:49:56
but it's complicated. I'll post an explanation when i get home.
I Dunno If This Is What You Want
#689 posted by czg on 2003/11/06 17:55:18
But check out this:
http://www.planetquake.com/greyvoid/small_test.map
That's the best approximation of what you're describing I can think of.
Look At CZG's Map
#690 posted by metlslime on 2003/11/06 21:02:59
He did exactly what i had in mind.
Many
#691 posted by atropos on 2003/11/06 21:08:50
thanks
Many
#692 posted by atropos on 2003/11/06 21:12:09
thanks
Many
#693 posted by atropos on 2003/11/06 21:19:54
thanks
Many Thanks Indeed!
#694 posted by czg on 2003/11/06 21:38:09
Famous E1m8
#695 posted by Madfox on 2003/11/07 12:54:42
Thankz..
Here a mapper, who tries to compile a map for
the famous e1m8 gravity level.
I done so, changed in the world.qc name for e1m8,
compiled, but the level does not appear in the game.
Is it possible to do so, or is it just whisfull
thinking?
Haven't seen so much gravity levels afterall.
Well, Technically Yes
#696 posted by Wazat on 2003/11/07 13:26:18
But, I've noticed that quite often the game favors files in the pak files over files outside of it. However, if you change the directory using -game, the new directory's files take priority. So, you have two options:
1. Delete the original e1m8 from the ID1 folder's pak file
2. create a new folder in the quake dir called mymaps or e1m8, make a 'maps' folder inside that folder and put your bsp in it, and start quake with -game e1m8 or -game mymaps (whatever the folder name is). For example,
quake -game e1m8
A third option is to use a progs.dat or other mod that supports map gravity. For example, I believe my VoidEnts mod allows for map gravity by giving worldspawn a "speed" or "gravity" value (it also supports localized gravity, like in a certain room etc). Then you wouldn't have to name your map e1m8, but you would have to start with the -game parameter to run the mod.
Hope that helps.
Loosing Weight
#697 posted by Madfox on 2003/11/07 14:03:58
Thanx Wazat.
I am using it in a convertion, so I have to pack al the files in a PAK file as a convertion. Don't know if I'll manege that.
And I don't want people, who play the sequel,
to ask to delete a file from their PAK-file.
Probably they just don't know how, and it would scare them off to play.
I will take a good look at your voidents again.
(As the laserbeam still is a mistery to me)
Dammit. Why Isn't The Force With ME?
#698 posted by Mr_Tea on 2003/11/08 13:14:39
I'm having problems with patches and my Jedi Academy map -- the patches are quite defined and obvious, and do not blend at all. I've done what I can with the textures lining up and all, it seems that the patches themselves are apparently the tools of the Dark Side. Where is Obi-Juan when I need him?
#699 posted by - on 2003/11/08 13:48:46
I suggest just using brushes and not all this new fangled 'patch' technology.
Qc
#700 posted by Madfox on 2003/11/08 23:42:40
why can't I just change the name e1m8 in the world's.qc into the map name I need?
I've been looking to the voident article, but I couldn't find a gravity option.
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