W00t
#7128 posted by DaZ on 2010/12/14 11:23:41
a great way to start a tuesday morning is viewing a new madfox gif :)
Necros : Loving it. You know you have to finish this now right? :)
#7129 posted by necros on 2010/12/14 21:01:11
my current track record for finishing maps is pretty abysmal atm, so i won't be a dick and promise anything. :P
i'm just having a lot more fun than i thought i would with coloured lighting. :)
MadFox
#7130 posted by JPL on 2010/12/14 21:13:45
This is the ultimate pipe factory for sure !!
Maybe you should add more diversity with several different pipe textures... I remember HalfLife wad has some good one :)
#7131 posted by madfox on 2010/12/15 00:08:27
@shambler - now I got the brushes on grid the copy/paste make them misaligne.
My first goal was to make it possible they would be available to walk through. Then the rings broke the way through and I had to clip them all which led to leaks.
Now they're sealed, but makes the level rather complex to interact.
@daz - thanks, chef de cuisine.
@necros - the coloured lights would be glad with a new level!
@jpl- spirit's coughs got me running into a metalmap, but the pipelines give me a spagethi gamekey.
MadFox
#7132 posted by JPL on 2010/12/15 08:07:01
... but the pipelines give me a spagethi gamekey.
So where is the tomato sauce ? wait... I guess this will be added by the player.. making sauce with ennemies' blood >D
Coool....
Ggggghhh...per Luck Cini
#7133 posted by madfox on 2010/12/15 23:51:32
As long it's not pepper-chilly, fine.
I experience Quark to handle pipes less leakreporting when they're in the box.
Broke My Tongue..,
#7134 posted by madfox on 2010/12/15 23:55:19
per lush conto, no
par laush quinto, no
beer slash quanto.
yes.
20brush Map
#7135 posted by negke on 2010/12/19 00:59:46
Bah, mixed up the deadline for the 20b contest. Also, not having mapped for Q3 in at least eight years shows. How do I get the light shaders to work again?!
It's surprisingly tricky to pull it off with such an extreme limitation. Well, actually not THAT surprising if you think about it...
My map would have been one of two Q3 submission that are NOT space maps: http://negke.quaddicted.com/images/20bwip.jpg
#7136 posted by negke on 2010/12/19 01:00:22
(18 visible brushes, 2 patches)
Lol - Learning Some Flash:
#7137 posted by RickyT33 on 2010/12/19 04:36:19
Made a flash movie-gallery thing. Very simple really, and I did it with Actionscript 2 even though im using CS4 (AS3), I wouldn't know how to do it in AS3. I know you have to declare a load of stuff with Eventlisteners or something, but I dont really see why this kind of simple thing works with an older format, but is much more complicated to set up in the new format.
http://www.quaketastic.com/upload/files/misc/starkmonFlashGalleryRickyT23.zip
Tried to upload this .swf to Quaketastic in its native format but Quaketastic said it was in an illegal format!
I used a tutorial video on youtube to do this. Interesting really - I could start having fun trying to make a simple game of some description, I really want to learn more. I still find most code of any description quite overwhelming, except for CSS/xhtml that is, although that's not really code. Its just the amount of commands, all of the rules, and understanding basically how things are done. Examples of stuff I flat-out cannot do, but am aware of - php/SQL, xml, formmail (!), tieing xml with Flash etc etc.
Scripted Sequence Test
Hi there, this isn't much of a beta really, but I'd like some feedback on how well this sequence works. I've been fidding with it on and off for a while to a point where I've lost a good critical eye for it :( I know what direction I'm always looking in when stuff is happening, but not if it works for others.
I put up a screenshot of the room a while back, this is the room actually 'animated'. Don't expect aligned textures or proper lighting :E
zqfarrival01test
Needs Quoth2 Btw!!!!
Damn I always forget to post that...
Well That Worked For Me
#7140 posted by RickyT33 on 2010/12/19 18:12:16
Truly awesome quake scripting. You should check it out guys, this reminds me of Half-Life big time! Nice work. More please.
ZealousQuakeFan
#7141 posted by JPL on 2010/12/19 19:08:01
What RickyT23 said. Very good and awesome explosions !
Keep it up !
Nice!
#7142 posted by Spirit on 2010/12/19 19:16:12
1. You cannot aim straight up in vanilla Quake. I had to jump and shoot at the highest point.
2. The messages were a mixture of "narrator/radio" and "game commanding the player". Can you use different colours? If not, use different formatting or prefix the radio messages with something.
3. Looked weird how the enforcers just stood there while hell was breaking loose.
Thanks For Comments :)
1. You cannot aim straight up in vanilla Quake. I had to jump and shoot at the highest point.
Good point. I tested it in Fitzquake/Darkplaces but they both allow you to look straight up. You need a limit removing engine for it, the amount of entities is huge but I will move them further to the sides, I dunno how many other engines support vertical looking like that :E
2. The messages were a mixture of "narrator/radio" and "game commanding the player". Can you use different colours? If not, use different formatting or prefix the radio messages with something.
Hadn't thought about that! The different colours is a good idea, though I don't know how to do it. Seen it done before though iirc. I suppose I could try using voice samples too, but I don't have a particularly menacing voice myself :P
3. Looked weird how the enforcers just stood there while hell was breaking loose.
Yeah, it's really fighting against their AI to make them move in a scripted fashion. It sometimes doesn't work and they don't get killed as they should too :E I thought it would look okay if they start running as the roof falls at least :p
Perhaps if the roof collapses earlier?
Nice One
#7144 posted by negke on 2010/12/19 22:31:45
Very cinematic. Though what seems a little odd is that two small pipes can make the entire base explode. Slipgate technology is quite unstable apparently, heh.
Search for "quake name generator" - you can just enter the colored text and paste the code in the message fields.
Slipgate technology is quite unstable apparently
How do you think it creates so many hell portals? :p
Also ta for the generator thing, took a little searching since it just comes up with loads of stuff for Q3 :E
Zqf
#7146 posted by jt_ on 2010/12/19 23:46:14
Amazing! I wish more maps were like this.
Zqf
#7147 posted by necros on 2010/12/20 01:53:27
very impressive! if you can maintain that level of scripting throughout the map, it would be quite an achievement.
reminds me a lot of HL but also of those neil manke HL maps like darkstar.
n1!
Some Pics Of Progress.
Nice
#7149 posted by necros on 2010/12/20 22:12:42
shot 1 and 2, could use small pointlights wherever the fullbright 16x16 lights are.
it's very dark, but from what i can see, it looks like you've done some nice curvy trims and such.
shot 3 is nearly pitch black.
shot 4 has some nice stuff but the placement of the lamps seems a bit haphazard. also, take a look around at custom texture sets and see if you can get a bigger texture for the grass. the 64x64 one really shows it's tiling.
Yeah light placement is very slapdash :E
I'll have to look into sorting out my monitor or gamma, didn't realise they'd be so dark. hmm...
#7151 posted by necros on 2010/12/20 22:22:38
it's probably fine in-game. indeed, even if it were too dark, there's always the brightness setting.
I Don't Think
#7152 posted by Drew on 2010/12/20 22:25:01
you can make anyone happy with screenshots - it seems like they're almost always too dark for some.
Although, yeah... too dark, hahaha!
Agree about the grass - maybe even just make it bigger and rotate it, add some details to break up the grounda bit or something...
also, the sunlight looks a bit weird with a starry night sky,imo
But it looks pretty great so far, looking forward to playing it!
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