Sorry About That!
#51 posted by
erc on 2006/06/08 01:51:24
Well, I hadn't checked the original post - actually, the original link redirects one to the same blank page.
Trinca, the devkit is here:
http://www.fileplanet.com/hosteddl.aspx?/tronyn/soe_devkit.zip
#52 posted by
Trinca on 2006/06/08 05:21:01
erc thks very much i will play soe again to be inside the ambience again :) and then start mapping!!!
Hmm
#54 posted by Tronyn on 2006/06/08 21:13:32
it shouldn't be blank, I'll have to log into my PQ account and see how I can make the site available again.
cheers guys.
Trinca / HeadThump
#55 posted by
erc on 2006/06/09 05:55:22
No problem, I'm glad to be of help. As a site note, FilePlanet links for the downloads of the Gamespy hosted sites goes like this:
fileplanet.com/hosteddl.aspx? (this is the default part)
/tronyn (name of the hosted site; as in -planetquake/tronyn-)
/soe_devkit.zip (filename, in it's full length)
So the final link should be:
http://www.fileplanet.com/hosteddl.aspx?/tronyn/soe_devkit.zip
~
Suppose I'd like to get the
Crescendo of Dreams - first I change the hosted site to
necros (with a slash before the name, of course), then add the filename:
ne_marb.zip. The link would be..
http://www.fileplanet.com/hosteddl.aspx?/necros/ne_marb.zip
Hope that helps - good luck with the maps.
#56 posted by
Trinca on 2006/09/10 13:54:14
my map is in progress but my base map are taking me many time :) i will try to finish as son as possible!
Trinca,
#57 posted by
HeadThump on 2006/09/10 16:42:35
might want to see if Tronyn is still around since Puksar is having trouble reaching him. It sounds like another system crash kind of thing.
I worked on it a bit this Summer but haven't touched it in about a month; here are some bits I plan to keep
http://img208.imageshack.us/img208/9325/quake18op0.jpg
but I'll have to change those textures to fit the SoE theme. This map is more CoE like though. I've attempted to make an IKBlue
map that is as much terrain as it is interior. One day I'll get it right.
Sorry Pulsar,
#58 posted by
HeadThump on 2006/09/10 16:43:36
that was and editing mistake! Not implying anything associated with the word puke at all :)
#59 posted by
Trinca on 2006/11/30 06:54:24
500 brushes :) now is realy going!!! since i finish my base map! is in beta testing! i�m already working full time on this ;) i might have it finish sometime in december i hope! i cant get more then 1500 ;) so there are not much space left...
Okay Well
#60 posted by
Zwiffle on 2006/12/18 13:37:22
I suppose since I have more time I can go back and work on my map some more, since it can take another ~500 brushes or so. Since Trinca is pretty excited about his, I should at least spiff mine up so his isn't better than mine.
#61 posted by
Trinca on 2006/12/18 14:22:27
:p Zwiffle u are noob :p
http://trinca.planetaclix.pt/joequake028.jpg
mine still need a lot of fixes!!!
Trinca...
#63 posted by
generic on 2006/12/20 04:36:06
That looks very sexy. But where are all the trees?
Sincerely,
The Lorax
#64 posted by
Trinca on 2006/12/20 05:20:06
i will add then soon ;) :p map is at beginning :\
base map had eat me a lot of time...
Trinca
#65 posted by
negke on 2006/12/20 07:35:02
for some reason i like the first shot better (without the roofs).
imo, you should remove the outer castle walls and come up with something else for seperating the parts. maybe just sky?
it looks like a potentially nice map if you extended the gameplay area to the rooftops - as i said, several atriums with multiple layers. could be a wicked 'backtracking'/trickjump map if done properly.
if you insist on keeping the outer walls, at least scale their texture up by 2 or 3..
#66 posted by
Trinca on 2006/12/20 08:37:31
no castle walls were just to close map... already start adding mountains :) copy paste from CZG07 :p
Dsf
#67 posted by kljgd on 2006/12/26 23:56:50
wtf is tronyn doing
Lol
#68 posted by Tronyn on 2006/12/27 15:55:43
progress is being made, slowly but surely, on various projects including this.
#69 posted by
Trinca on 2006/12/30 03:08:20
hehehe my map is in progress i�m not working in anything else!!! happy new year to all :) still in my wifes dady home :p slow internet...
#70 posted by
Trinca on 2007/01/03 09:07:57
tronyn did u get my email? if not what is your email? the one that is in your profile?
#71 posted by
Trinca on 2007/01/10 06:38:26
Tronyn does soe got same m onster spwan like Quoth with no need to trigger_teleport and info_teleport_destinacion? if so going to kill me some brushes :( and already got 1200 :\ and i need then all to finish my vilage with some details...
Looking Good...
#73 posted by Tronyn on 2007/01/10 19:26:22
You can use func_spawn just as in Hipnotic or Rogue (I'm not sure if this is how Quoth does it)
you just make an entity func_spawn where it's supposed to spawn, with the desired angle, and it has these attributes:
key value
targetname (say "bob")
spawnclassname "monster_ogre"
spawnfunction "monster_ogre"
the last two, are both just the monster you want to spawn, for example monster_ogre
so then in this case, when "bob" is triggered by touching a trigger, grabbing a key, etc, the ogre spawns facing whatever direction, in the spot where the func_spawn entity. Clear as mud? Thought so :)
oh and don't worry about going over the brush limit if you need to, I did. Good god did I ever.
#74 posted by
Trinca on 2007/01/11 01:12:06
thks will try today :) i got plenty of time to map now hope i can finish my map in january!!!
When Is The Release?
#75 posted by ijed on 2007/01/11 11:25:38
Just a rough idea will do, I'll have a play with the entities and some brushes and see if I get any ideas. If it's too late then not to worry.