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I don't think that was a troll, just someone with problems. Either help or ignore guys. 
Than 
Radiant 1.5 supports the Q1 .map format directly. Use that and compile with whatever qbsp, vis, and light compilers you want.

http://www.qeradiant.com/ 
Von 
fuhquake supports more than 4 players in coop? Is there an easy way to disable all the sfx and shit? I want high res software quake appearance, which I can obtain easily with fitzquake (METLSLIME, UPDATE IT YOU BASTARD!) 
 
than: try running normal quake with -listen 16. I think this changes the maxplayers to 16. 
Than 
-Fuhquake "manual" is at fuhquake.quakeworld.nu
-You can try the gl_part_ things in console
-run with command line -no24bit
-do something to (rename?) the pak files in fuhquake/

Fuhquake doesn't have a real single player mode, it actually starts an internal zquake server and connects to it, so there's qw physics with monsters (I don't remember if the shambler rockets thing was fixed). If you want something really faithful, use zquake (fuhq's daddy), although it might not have all the latest technology.

With fuhquake you can also play qw around the world! Just get all-seeing eye to find servers. Btw just played rpgdm1 for the first time vs a friend and it rocked. Thanks to the maker and also blob who put it on his duel servers! 
Faithfulness 
when I say zquake is faithful, I mean faithful graphically.
I don't know if there's some mod that makes qw use sp physics, or if it's even possible to have such. 
Than 
DO NOT use GtkRadiant 1.5, unless you really love the taste of arse. Try it if you don't believe me... you'll see what I'm talking about very quickly, especially as you've been using proper radiant.

Try this site, it has instructions on how to set up GtkRadiant (non-arse version) for Q1 editing:

http://industri.sourceforge.net/howto.php

Note: this may not work perfectly with Gtk 1.4, as that may have some files set up differently. Ask me for help if you need it! 
1.5 
Works very well for me. The only problems I have are with complex brush manipulation - GTK doesn't have a "skewer" like Hammer does, and so when I tried to convert over some of CZG's pipe-bending tutorials to GTK I never got it right, even with RPG helping me out. Other than that, I find 1.5 to be a very solid tool. 
Should Work Fine, Frib 
I think that's what I used to get running in 1.4. 
Zwiffle 
Try holding CTRL and then skew the brush by holding down the left mouse button + moving the mouse (position the cursor near the edge you're wanting to skew).

The skew feature isn't really documented anywhere but its there, probably still works in 1.5 
WoW 
Does anyone here play WoW on the EU servers?

Im currently a lvl 13 paladin on Aggramar server and want to get some serious shit going on. 
For Those Into Gamedesign 
Skew In Radiant 
it works, but if you have a multiple brush selection or complex brushes then you usually get problems. The Wolf level I built recently is mostly built on the axis, but about a 3rd is built at 45 degrees, and another section is built at 22.5 degrees. I certainly had fun with radiant trying to keep all the brushes valid during edits. Worldcraft is great because it doesn't care about brushes being invalid, so you can keep changing the shape using vertex manipulation until it's right.

Mind you, WC constant mode changing is HORRIBLE after you have used radiant for a while. Radiant is soooo delicious once you get used to it.

What's so bad about 1.5 frib? 
Yeah 
Worldcraft is great because it doesn't care about brushes being invalid, so you can keep changing the shape using vertex manipulation until it's right.

Oh gods yes. This is one thing I totally took for granted in Hammer. Now i'm using DoomEdit and this whole "brushes can't become invalid at any stage during vertex edits" thing is like �_� 
You Gotta Think Outside The Box, Man! 
It makes you think pretty damn hard about how to do stuff though. In WC, you didn't really need to think about stuff too hard, it was fairly easy to just knock up some crazy shit, but radiant is always trying to correct stuff for you - often even when the brush is not even slightly invalid.

I also found WC edge manipulation a bit nicer, as it worked well on multiple brush selections better.

However, I'll stick up for radiant again and say that both the ability to move stuff in the 3d window, and the ease of which you can drag edges without using edge or vertex edit modes (click near a brush face and drag away) are amazingly awesome. The 3 point clipper is pretty darn handy too! 
Than/Frib 
The latest version of Radiant 1.5 that I've tried--which admittedly is rather old--has fixed many of the complaints I had with previous versions of 1.5. Skew is notably absent, by SPoG may have relented and added it since I got this version 6 months ago. 
I Was Going To Get Drunk Last Night But I Forgot. I Suck. 
Does anyone here play WoW on the EU servers?

Level 29 Tauren druid on The Maelstrom.

However, the number of different servers ensures that it's quite unlikely to end up on the same one with a friend/e-buddy unless you plan it beforehand. 
I blame metlslime. 
Than 
The problem with 1.5 is that the core editing functionality has fundamentally changed. I couldn't be arsed going into detail right now - as you're an experienced Radiant user, just download 1.5 and see what I mean for yourself. Take a quick look at this old-ass thread in Mapping Help if you want a better idea:

http://www.celephais.net/board/view_thread.php?id=4&start=2437 
Frib 
1.5 now works as 1.4 by default with all the face/vert selection and stuff, there's special button to disable/enable that 
 
not quite 
Quake 4 Art Thingy Stuff 
Big Scanned Article On Q4 
Refueling Station For Doom3 
Kaiser made a new single player map.

http://www.pcgamemods.com/12283/

He once again delivers a map chock full of what he's best at, so if you liked his last map for the lack of ammo and health, lack of room to move around, and lack of any idea where the hell you're supposed to be going, this is the map for you!

Some screenshots:
http://home.houston.rr.com/svkaiser/Doom/kd2_2.jpg
http://home.houston.rr.com/svkaiser/Doom/kd2_5.jpg
http://home.houston.rr.com/svkaiser/Doom/kd2_8.jpg 
Well 
For the new Kaiser map...
Honestly, I think it's not too bad. He's certainly very good with detail. His map does LOOK professional. The architecture and lighting are very good. The layout I think are also very interesting - it's not TOO hard to get lost, but I was never lost like "wtf am I supposed to go now???" It more along the lines of "I'm lost, I'll back track - ah, there we go."

He has some good scripted sequences. I'll admit that. I wish he had maybe a few more instead of like 4 in a row at the beginning.

But, the gameplay is pretty stale. It's very boring, cramped straight-hall way type of gameplay. In bigger rooms he'll spawn monsters all around you, which isn't TOO much of a problem, it's just annoying because it seems to be his only trick to spice up the combat. "Ok, I'll have him fight 70 monsters in a row, then trick him by spawning 15 monsters behind him!! har har har!!" But then, can you really blame him, or is it the way Doom 3 combat is TAILORed around?

Overall, it's way better than his other one. I've played it on skill 1, haven't finished it yet, but it's still a lot better than his other map. You know the one. 
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