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Lol, The Pooch Is Safe !! 
It was my initial (misguided)impression of the game. Check the Quake4 discussion thread, Quake4 Rocks!! 
Funny, 
I met a Middle Easterner last week, who greeted me with a 'howdy'. I frowned, and told him nobody says howdy outside of cowboy movies. 
Ahem 
Well Raven have really screwed the pooch with Quake4

Disclaimer
no animals were harmed in the making of Quake4 
Mac OS X & Quake 
I am looking for good, modern engine ports for Mac OS X. I am currently using the Fruitz Of Dojo port, but was wondering if there are any other. Could anyone please point me to some URLs? Thanks! 
Lord Havoc 
posted this the other day, in case you missed it.

I have posted a new darkplaces beta which includes mac binaries. (agl+coreaudio and dedicated server, could not get sdl version to build on my friend's mac, libstdc++ linking problems - SDL for Mac OSX is C++)

I do not have a machine to test the agl binary on, good luck.
 
HeadThump 
Great, thanks for the info. 
And Seeing As LH Was Addressing Me... 
but I'm away from the computer *I* can test on for a couple of weeks, I'd be interested in knowing how you get on with it :) 
Earlier In #darkplaces 
MoALTz: considering what has been said here the perfect food for this channel would be a bacon and cheese pizza 
Screwed The Poochj 
I didn't get it because of your comments on how great the (Q3 again, oh... super) multiplayer is. I wasn't sure if somehow screwed the pooch was used in a positive way. We have "the dogs bollocks" in the UK, to say how great something is, but I don't see anything remotely great about a dogs bollocks. My bollocks are great, but I don't go around asking dogs if I can examine their magnificent testicles. 
HL2 Mapping Resources (that Aren't Shit) 
Anyone know any? VERC is not updated that often, although the tuts seem ok if I ever need them. How about review sites? Are there any half decent HL2/CSS/HL2DM custom maps aside from the ones we already know about (overflow, the contest winners, metastasis etc.) I am mainly interested in map visuals, since I the HL2 gameplay seems to have gotten a little bit stale :( 
To All SP Hostees: 
Seems SP is down, I need to bitchslap godaddy, should be able to get the site back up sometime this week. Sorry if this causes you guys any problems :( 
Scampie I Luv You 
Seems it's just the domain that isn't pointing towards the servers anymore (as I could access my site for a while after it happened cause my dns wasn't updated yet). Domaine wasn't paid for maybe? I'm pretty sure you can still access the sites with the right ip. 
Than 
Snarkpit. That's pretty much it. There are really no good custom CS:S maps.

http://ascendancy.us.to/dmoriginal/index.html is a pretty good site for quality HL2DM maps 
Blitz 
There are nice levels there ! Thanks for the link. 
Thanks, Blitz 
I'll check out the link, cheers for that. 
Hl2 Tech 
http://www-personal.umich.edu/~fischmt/ascendancy/dmoriginal/ss/dm_carousel-1.jpg
Ugly how it's so angular at places.
I haven't played hl2, but what I've seen in video, some places like the railroad tracks were very angular / pointy / faceted / youknow. Is there really no easy way around this? q1 tech leftover? Lazy mappins? 
Hmmm. 
Missing out two obvious levels IMHO. 
Bambuz 
This is what bugs me the most about Source, all the arches etc are usually choppy brushes unless a model is used(seldom), the engine doesn't have patches. 
Overflow And...? 
which is the other one that is missing?

HL2 looks decent because it has good art, but the engine isn't really anything special. There are a few nice effects, like the water, and the lighting is nice, but most of the detail is contained in props. If you take out the props in Hammer (hide them) you can see a shell which is no more complex than a HL1 map - possibly less so.

I was looking at parts of Highway 17 earlier, and if you stop to look at the actual brush geometry, it's shit. There is so little detail used. Thankfully, this is masked fairly well by the textures, lighting and abundance of props.

I will try and make a HL2 dm map, but I don't know whether I will enjoy doing it because of the reliance on props for details. 
Than 
Unfortunately (?), you better get used to mapping like that, because that's definately the direction mapping has been taking in the past couple of years. Take a look at UT2004, most maps have like 50-100 brushes TOTAL with all the rest being meshes. 
Hehe 
soon, mappers will be nothing but boxmap makers! :o 
Necros 
is it up yet? :o

:P


shit, no. uh ... let me write myself ten emails at home. I just went through a drive reformat so I'm still catching up :) 
Yah 
soon, mappers will be nothing but boxmap makers! :o

Either that or they'll have to make all their stuff in Max in the first place ^_~ 
Nihilists Chewing Gum 
Arb 
Necros, I don't appear to have lun3dm3tex.zip anymore. I could pile a bunch of stuff in a new zip for you but I dunno if I want to introduce two different files to the internet.

Headthump/Hrimfaxi/Hooever said they had it: could you send me a list of what files are in the zip? 
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