Finally...
#51 posted by MadFox on 2003/06/03 21:24:10
Right, as the title of this topic remains...
I got 11 levels ready, but played myself so queer, I wondered if there was someone who like to have a try....the skill settings.
#52 posted by Kell on 2003/06/04 07:25:52
Um...are you asking for playtesters? If so, I suppose I'll have a go.
.
madfox, check your email.
Gold From Old
#54 posted by MadFox on 2003/06/04 17:00:03
I chequed the email, and found nothing.
The point is I am jamming with the progs.dat to give "ease" to The Orb, but it's still nuts.
While I'm chequing the next eleven maps, I would be glad if someone crunched the first.
The whole pack of 22 would be 11Mb in *.rar,
but by now I'm only looking for possibly doubts.
Hmm,
#55 posted by Gilt on 2003/06/05 10:06:53
in the interest of pseudo-science, when madfox releases this SP pak, I wonder if people could create demos of their first run through of his maps? I suppose you can use cheats, as long as it doesn't affect how you navigate through the level (ex: no rjump, noclip etc). Other then that, nothing special need be done.
I Reckon I Would
#56 posted by R.P.G. on 2003/06/05 10:54:31
But someone will need to remind me when the pack is released.
No Problem
#57 posted by Gilt on 2003/06/05 11:05:32
Hell Yeah
#58 posted by pushplay on 2003/06/05 17:35:30
I think you learn a lot about your map by watching someone's first run through it. Sometimes I use my brother for that.
Your Request...
#59 posted by MadFox on 2003/06/05 19:12:07
Thanks or the big ID.
But as I've put new monsters in it that's a thing you won't see in such a first-run trailer.
I'm halve the way now, but it's queer to see all those betatesters get "blocked" before they can even start, as I just can't send them a level before getting backspammed.
Where's the sense of purpose, when you can watch a Q1SpQuest before playing it?
Nowords...
#60 posted by MadFox on 2003/06/06 22:51:14
in reply to #57
You make me feel "gilt"y
Oh Sorry. I Think I Got Lost In The Language.
#61 posted by Gilt on 2003/06/06 23:55:41
first off, I don't think having new monsters will be a problem. having something unfamiliar may even help.
Where's the sense of purpose, when you can watch a Q1SpQuest before playing it?
I meant that people would first play the map while recording it. Only afterwards would we take a look at the demos.
This isn't going to be a trailer, but rather I'm somewhat curious to see what goes on when someone plays a map for the first time. What are the kinds of things they notice, or don't, and how they navigate around, etc.
Universall Crunching: Awh
#62 posted by MadFox on 2003/06/07 11:31:42
Right,language has it's "rarebits"
It is "guilty" anyway.
I've tried to let people betatesting, but for so far as I ain't got a URL or Homepage, it is a little difficult to get the levels over the net.
Played myself "queer" on the first pack of levels, and now heading for the other bunch.
Still like your ID, but you didn't mention a demo version can have a bigger size on bite-rate than the original level.bsp has?
So I just keep in dwelling in my "Orb-converter" untill all is "tight&save"
Greetz.
Madfox
#63 posted by Scampie on 2003/06/08 01:01:46
I'd like to subscribe to your newsletter
Cool
#64 posted by DaZ on 2003/06/08 16:37:47
Dwarfish
#65 posted by MadFox on 2003/06/09 00:21:35
\o/
good work, Madfox!
look at all those Q1SP maps!
Its a thing of beauty, it really is.
Story Line?
#67 posted by MadFox on 2003/06/11 23:17:45
LaserBeam
#68 posted by MadFox on 2003/08/18 09:36:02
Is there anyone who knows how to programm a laserbeam in Quake1?
Since it only appears in the Mission Packs,it is hidden in the progs.dat
MadFox:
#69 posted by Wazat on 2003/08/19 13:01:37
Yea. Laser beams are the same as lightning, the model is just different. The easiest way is to just replace one of the first 2 bolt models (bolt.mdl or bolt2.mdl I think) with a laser beam model and just do the TE_LIGHTNING or TE_LIGHTNING2 call like you see with the lighting gun.
The other way makes use of Quake version 1.08's special TE_BEAM. If you can find out what number to give TE_BEAM in defs.qc, you can change the Writebyte(TE_LIGHTNING); or whatever to TE_BEAM and make a beam.mdl that's a laser. This way, you don't override one of the other lightning's. I just don't remember what number it is... (if you look at my Jeht or BestVoid mod source, you will find it: http://static.condemned.com/download.shtml ).
I appologize, I can't check it myself just now. These library comps block all useful sites, and won't open zip files. :( I'll look it up when I can though.
BTW
#70 posted by Wazat on 2003/08/19 13:43:12
If you need help, e-mail me at static_void *at* hotmail *dot* com and I'll gladly assist you.
Scripting
#71 posted by MadFox on 2003/09/01 14:16:37
Found the scripts for the laser beam.
But then I wonder: where in the Progs.qc do I place them?
Finally round with testing my last three levels.
Still one overall vieuw from my side, and I can relaese all 22.
If my progs.dat won't blow it all!
Greetings, & Quake1 4 ever!
Vis Crunch....
#72 posted by MadFox on 2003/09/05 21:23:44
Hope you don't get tired of my "weeping willow", but the last map I made don't want to vis. At least not in 16houres vising on my Atlon, and still it got a *.prt file.
Strange, as the map isn't so big or odd as the other ones, with the same count on mergefaces,and they come up in some 20 minutes.
Should I go on vising for a longer period?
First Of All,
#73 posted by necros on 2003/09/05 21:47:06
are you using avis program with a counter? either aGuire's new one or Tyrann's would do...
Um...
#74 posted by necros on 2003/09/05 21:47:55
i meant to say this, but i forgot...
if it's nearing the end (>= 80%) then you might as well give it one more day...
And It's Not Mergefaces
#75 posted by aguirRe on 2003/09/06 04:59:17
that you should check for, it's visleafs and visportals. Furthermore, it's not even the sheer amount of them, it's their relationship.
In the end it's how many faces in the map that are visible to each other; the more the worse.
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