Moving Crates
#7306 posted by bambuz on 2005/03/01 13:06:30
#7290 posted by Kinn
Intelligent crates.
Bring the crate into the game by giving it A.I. The oldskool tactic of searching around for a suitable crate to duck behind will be a thing of the past.
In the gaming future - crates search for you!
There has been robotics research on exactly this - a robot consisting of a big number of interconnected boxes. The connections are in 6 directions and reciprocal, so the whole thing moves by always lifting part of itself into the air and moving that part forward, putting it back to ground and then moving some other part.
I'm missing the url now, but the simulation videos looked wacky with the pile o' crates just "flowing" forward (they used some biological algorithm to the moves)...
Monster_blob_crate
#7307 posted by R.P.G. on 2005/03/01 14:28:03
I can see it now: some sort of Wattersonian blob chasing the player with a gaping maw constantly and threateningly looming above him while the winged-skull crate logo repetitiously tumbles over itself again and again.
Awesome.
Or Perhaps
#7308 posted by Lunaran on 2005/03/02 05:05:01
a giant shiny purple wall slowly consuming a city ...
But Lun...
#7309 posted by R.P.G. on 2005/03/02 08:47:43
That has nothing to do with crates!
It Does...
#7310 posted by Kinn on 2005/03/02 11:02:25
if it starts off in a giant crate :)
(Which it should).
Giant Crate?
#7311 posted by - on 2005/03/02 11:52:31
Yes...
#7312 posted by distrans on 2005/03/02 15:29:31
...I remember thinking "Ah, a real toxic dump!"
Thats Nowhere As Big
#7313 posted by pope on 2005/03/03 00:41:51
as the crate in ph8dm2
Has Anyone Noticed That..
#7314 posted by Friction on 2005/03/03 01:49:55
In order to build really tall areas in Doom3 maps, you have to make them absurdly tall in the editor? Just what is the FOV of the editor anyways? Looks like it's not the same as in the game.
Back in Q2 days the editor view pretty much corresponded with the feeling of size in the game. Good ol' Q2.
Fric:
#7315 posted by metlslime on 2005/03/03 02:29:48
doom3 has a lower default FOV, i think. Maybe that's the difference, if the editor FOV hasn't changed.
QuarkVersions/6.4.1
#7316 posted by cant map on 2005/03/03 02:34:48
Err...
#7317 posted by JPL on 2005/03/03 03:09:49
... suddenly QuArK doesn't suck any more... doh !!
#7318 posted by cant map on 2005/03/03 04:18:03
all editors suck (in one way or another)
Cant Map
#7319 posted by JPL on 2005/03/03 05:00:14
Well, all editors have their good, and bad features, but it seems there most of mappers don't use QuArK just because they think other editors (WorldCraft, GTKRadiant, etc..) are better... and so for them QuArK sucks...
I was blamed some month ago because I'm using QuArK... so I found here a kind of little revenge ... bleh !
Quark
#7320 posted by than on 2005/03/03 05:13:28
could someone set up a temp mirror so I can d/l quark, please? Work has blocked all sourceforge downloads because they are flaming cocksuckers.
I Remember Quark!
#7321 posted by Friction on 2005/03/03 06:18:48
I tried to make a boxmap with it and failed horribly. Then I tried radiant, looked for manuals, cried a bit and learned to use it without manuals. Those were the days.
Friction
#7322 posted by JPL on 2005/03/03 06:51:16
Why didn't you read the QuArK FM ?? ... At least, you were be able to run QuArK correctly... o_O ... BTW I don't see any interest to build boxmap ... ;P
Boxmaps Are Underappereciated
#7323 posted by Friction on 2005/03/03 07:24:13
My first map I finally get to compile was a boxmap with a crate and a large fluorecent light. Glaring yellow, of course.
FOV
#7324 posted by Lunaran on 2005/03/03 08:59:56
Doom's FOV is 90 like every id game ever.
Doom's eye height, though, is 68, unlike every id game ever. This is your real problem.
I Had A #tf People Dream Too Yesterday
#7325 posted by cyBeAr on 2005/03/03 11:37:44
I was walking around in some store in a mall somwhere in the states with some friends when I came upon a black sign/poster with white text that read "Sean Campbell" and naturally I was all like "OMG THAT'S SCAMPIE!". For some reason my first thought was that the text meant he worked in the store but that couldn't be it because I knew he was working for raven -"the guys developing quake 4" as I said when explaining to me friends who scampie was. Then we went up an escalator and saw another identical sign and I somehow realised it had nothing to do with him working in the store but it was more like a brand name or ad-campaign!
Outside the store (but still in the mall) there was a big tv screen with the host talking about "the latest news from the scampie vs. pope drama", the program reminded me of the (swedish) short film "Gunnar Rehlin - en liten film om att g�ra n�gon illa" (<imdb>in English: "Gunnar Rehlin - a short film about hurting somebody" is a made as an episode of the American documentary series "Insight". It's about The Killing gang's advertising campaign against film critic Gunnar Rehlin.</imdb>)
In the last scene of the dream I entered a part of the mall that reminded me of a church or cathedral in wich a group of couches were placed in the middle. Sitting in the couches were some people that turned out to be raven staff - one of them was supposed to be pjw and another scampie wich I was introduced to. The last thing I can remember was one of the anonymous raven employees saying to scampie something about a special guest...
...and who was the special guest? no other than avenger!
I was LOLing in my sleep through out the whole dream.
Eugh
#7326 posted by . on 2005/03/03 11:39:59
Mmm...
#7327 posted by Kinn on 2005/03/03 13:45:07
I bet they taste like peanuts.
#7326
#7328 posted by metlslime on 2005/03/03 13:50:57
Zombie-Hunk SMAAASH!!!
Zombie-Hunk?
#7329 posted by R.P.G. on 2005/03/03 13:59:02
Is "Zombie-Hunk" a variant on necrophilia?
An undying infatuation for the undead.
Oops...
#7330 posted by metlslime on 2005/03/03 14:10:52
that should be "zombie-hulk"
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