#63 posted by Baker on 2014/09/15 04:15:05
Haven't checked out the map yet.
How does texture filtering relate to alpha textures appearance?
(i.e. what is wrong about it without setting the texture filter.)
 Extra Question
#64 posted by Baker on 2014/09/15 04:16:40
Is there something that prevents playing this map using DarkPlaces or FTEQW in their present incarnations or was it just untested in those engines?
 You Guys Are Geniuses!
#65 posted by dooomer on 2014/09/15 04:17:23
The Telefragged map is hilarious! And full of suspension too!
This is the best quake map ever!
 One Year It Nearly Took Us
#66 posted by mfx on 2014/09/15 05:25:20
 Awesome
#67 posted by Vondur on 2014/09/15 06:29:31
Playing through Telefragged so far, it's all is super amazing!
 Ijed
#68 posted by negke on 2014/09/15 08:12:04
So how does TB compare to other editors in the field of touchpad mapping? Something worth advertising for Sleepy?
 Baker
#69 posted by ericw on 2014/09/15 08:32:10
The holes in the fence texture go from rectangular to rounded rectangles with filtering turned on - technically there's nothing wrong, it's just a different look.
Darkplaces can load all of the maps but support the fence textures, fteqw won't load telefragged.bsp (at least not out of the box.)
 Touchpad Mapping?!
 I Want To Thank
#71 posted by mfx on 2014/09/15 10:39:45
ivan REBBroff once more.
Great guy he is!
 @ericw
#72 posted by Baker on 2014/09/15 11:24:02
Ah I'll have to check it out when I get the opportunity to try this single player release.
 Touchpad
#73 posted by ijed on 2014/09/15 13:30:12
Died many moons ago. But I was playing Quake, and L4D on one for a while.
Still using normal mice but also thumbtracks.
A cautionary tale:
#9882 posted by ijed [190.22.121.47] on 2013/11/01 16:06:15
I've got a bsp2 map + mod that's maybe a month from completion.
 Where Are The New Models From
#74 posted by nitin on 2014/09/15 13:35:56
are the dogs and grunts the capnubs ones or from somewhere else?
#75 posted by Spirit on 2014/09/15 13:40:30
capnbubs's but I felt they look very out of place in here. Also the soldier pooped his pants.
 Out Of Place?
#76 posted by ijed on 2014/09/15 13:59:11
How?
 Hes Just Trolling
#77 posted by emefex on 2014/09/15 14:01:27
because its a base map pack.
#78 posted by Spirit on 2014/09/15 14:15:33
Nah, as I said earlier in a mail or demo, I feel the visual fidelity (*buzzwordwank*) is all over the place with the addition of those models. Also I don't see the point of adding them at all. Replacing the "Quake content" should be user's choice, not a mod's (yes, come at me bro). Same reason why I always disliked sock packaging those ammo models.
 Hmm..
#79 posted by anonymous user on 2014/09/15 14:19:36
you have a point there. Peace.
Also i should thank you for breaking(?) the map when playing it last weekend. You are a pretty good betatester when it comes to such things;)
Saved my ass twice already.
 Yes...
#80 posted by ijed on 2014/09/15 14:51:34
But I fucked up and moved the shootable button for the blaster trap where you got stuck. Now, it's possible to deactivate the trap from the other side of the lasers, which may be a progression breaker :P
Completely my fault though, thanks for pointing out the various faults.
I didn't manage to use the victim.mdl to replace the player model though.
 Posted To Mapcore
#81 posted by ijed on 2014/09/15 14:57:02
 Yay!
#82 posted by CI475 on 2014/09/15 16:18:06
Now to resolve that FSAA issue I'm having.
But I wanted to say that the Help RRP in the menu is awesome!
 Still Nothing
#83 posted by CI475 on 2014/09/15 16:32:37
On the latest quakespasm for windows it gives me the same error "Mod_LoadBrushModel: maps/locust.bsp has wrong versione number"
Any ideas?
Use the Quakespasm version from the first post.
 Yes
#85 posted by mfx on 2014/09/15 16:37:12
download the latest release from here and try again.
 Yep
#86 posted by ijed on 2014/09/15 16:50:35
That error is that BSP2 is not supported by the engine you're using.
Some other engines do support it, but are untested and will most likely have various issues for limits not be raised to match the format.
A fun one we saw was invisible Hunters.
 Finally Made The Telefrag !
#87 posted by Barnak on 2014/09/15 18:03:21
Yay ! This map is really difficult !
I finished the telefrag map (missing only 39 monsters) on nightmare skill, destroyed the whole base (countdown sequence) and found the exit teleport before the final explosion. Found 12/31 secrets. Found the rocket launcher secret and the basement super secret. Can I have a medail now !?
Oh well, all this in God mode and full weapons. Had to rocket-jump on several places. :/
So no medails to me I guess.
I'll have to replay to find all the suckers on that map (where the fuck were the 39 monsters I missed !?).
Some scrags and mini-baby-vores (from Quoth) would be cool on this map (I love'em.
Are there any plush scrags on the market ? I would love to have some in my bed, next to my pillows. Hmm, I guess the GF would find this weird.
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