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Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
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Necros
#9281 posted by Shambler on 2005/11/08 15:24:11
Nice, lol.
RE: LCDs
<3 teh dell 2001fp :)
They make good ones in smaller dimensions too, but I'm not sure if they are all the uber-ultrasharp high-response caliber as the 2001fp and on
That Reminds Me
#9283 posted by Kinn on 2005/11/09 16:02:14
I should play more Guild Wars
^__^
They Released
#9284 posted by Zwiffle on 2005/11/09 20:00:32
Some new content recently iirc.
BTW, speaking of not speaking about on-topic topics: If anyone is planning on hosting some sort of Winter-ish map collective/pack thingie (I'm staring at Bl1tz O_O)I'd like to participate, but I don't get out of school until rather late (19th of December) so please try and take that into consideration when planning deadlines and stuff. Just a precaution so I'm not left out in the cold (AHHAHAHAHAHA I"M FUCKING FUNNY.) Thx.
Well
#9285 posted by Blitz on 2005/11/09 22:48:11
I do like the idea of another map pack, but we did winter last year, and it went really well, so I don't know how well we'd be able to top the same theme, or if people would be interested.
Something else perhaps? Also, I may end up having next to no free time soon, so I might not be the best to organize such a thing.
You say you're not getting out until the 19th, so maybe we should do a New Year's theme...some thoughts:
-Chinese/Asian architecture theme, since they are most associated with celebrating New Year's
-"New" architectural themes. For example, architecture not typically executed in QSP maps (abstract, 'real world', organic, etc.)
-"New" weapons or code (Quoth, LunSP1, etc.)
If anyone else has ideas, feel free to contribute. Also, I think no brush limitation this time, so we can do some bigger/longer maps. January 1st - Mid/Early March should be enough time.
A Quoth
#9286 posted by nitin on 2005/11/10 00:27:33
pack would be good. But dont limit it to knave textures please. Any theme as long as it incorporates quoth features. Using tgas like necros' marble might be a good idea for more freedom.
Definately
#9287 posted by gone on 2005/11/10 01:57:30
not enough knave maps!
Knave
#9288 posted by Kell on 2005/11/10 10:08:10
Just to clarify, Quoth is not at all intended to be knave-only; far from it. It was only doing Chapters as a submitted-map event that it made sense to have a single texture theme, with different interpretations. Since Chapters, the quantity of knave has gone up rather sharply :P
Naturally, no mapper is restricted to what kind of map they can make with Quoth - that's the point.
I Would 2nd Quoth
#9289 posted by Zwiffle on 2005/11/10 10:59:25
BUT I STILL CAN'T GET IT TO WORK WITH RADIANT FLABSLCHTHULHUFTHAAGNASDASD Otherwise I would jump on that like a well-lubed RPG.No limits with any tex set, as long as it included a func_rotate + at least 3 Gugs or some such non-sense.
BTW: Kell/necros, are you taking any ideas for supplemental .pak releases for Quoth or are you pretty much decided on what's gonna be released? I got some monster sketches I'd like turned into something.
.
#9290 posted by necros on 2005/11/10 13:24:57
i don't want to speak for kell, as this is very much a team effort, but for the immediate future, i think we have most of the stuff already planned out, at least in terms of concept and direction.
while we're doing this for others, we're also doing this for us-- we want to make monsters we'd like to use in our own maps. if you want to send concept art to us, that's cool, and i'm all for checking it out, but i can't say that we'll use (or even like) anything with any certainty. we're kind of picky about the content we choose to explore, and we're definatly not meant to be a 'request' mod.
also, we're kind of taking a break atm, so it's not like we're actively working on quoth right now to get started (assuming we liked and wanted to use) on anything that was sent to us.
regarding getting the def file to work with gtk,
1. have you talked to spog or any of the radiant guys? they are definatly the ones they talk to abou this kind of stuff (i believe that's how you figured it out originally)
2. you could also try manually setting classname values for the time being, until you get it fully sorted out by keeping the def files on hand and just checking quickly on key names.
i'm really sorry we couldn't help you directly, but neither of us has ever seen this type of problem before.
cheers :)
What About
#9291 posted by bambuz on 2005/11/10 14:01:05
eventually doing custom content to such extent that one wouldn't need id1 or the old texes at all - so that a standalone game could be released for free. Or under some licence or something.
(fitz client, knave tex, only your new custom monsters, only the hammer and the plasma gun ( :o ) and some new replacement sounds for hurt, jump, monster legacy sounds. Hud graphics and new healthpak etc graphics)
Then just add a new player model mvdsv,fuh/ez, a few dm maps (knave/free tex again) and jteams and it's go for qw too :)
But...
#9292 posted by necros on 2005/11/10 14:19:02
i like fiends. :(
On Next Generation Of Consoles Gamedev
#9293 posted by gone on 2005/11/11 02:17:42
Reconnected
#9294 posted by negke on 2005/11/11 03:08:34
phew, after almost two months (?) my new telephone/internet connection is finally up. it really sucked not to have proper access 24/7, though i imagined it to be harder.
but now, it seems, my daily fix of func_ is guaranteed again... :)
Speeds
#9295 posted by bambuz on 2005/11/11 06:09:13
but one thing doesn't make sense:
if it's the arts, maps, models and gamecode that suck up most of the money, and core coding costs only a little, it should cost just a fraction of the game development to port / recode the thing to another platform.
#9296 posted by gone on 2005/11/11 06:36:55
...and having that in mind the tech is using 'lowest spec in mind' and not being optimised for any platform exclusively, thus not fully utilizing its potential. In the result we would have crossplatform titles that look about the same everywhere. Well that's what that article is about.
But we will see how it works in reality.
Well
#9297 posted by bambuz on 2005/11/11 07:15:49
maybe you could have other cheap five minute tricks, like have worse average framerate and take off a few monsters from the maps in those ports where there isn't enough oomph in the hardware / core code. Or getting really ugly, downscale textures / whatever surface maps you have, to half.
Doom Rpg For Mobile Phones
#9298 posted by bambuz on 2005/11/11 07:24:07
http://www.doomrpg.com/
doom1 tech style. by john carmack.
Spoiler:
they seem to have wolfenstein's german shepherds there too!
Or Actually
#9299 posted by bambuz on 2005/11/11 07:26:11
it seems it's closer to wolf3d..
Actually...
#9300 posted by metlslime on 2005/11/11 13:16:44
looks more like dragon warrior to me.
Oh
Since I quit, I've been redoing my webby, including spending money on it.
http://www.breakthinktank.com
I should've told you a month ago, but I forgot.
Czg:
#9302 posted by cyBeAr on 2005/11/12 05:46:19
Did the programmers let you sleep anything or did they slip into/out of their leatherpants as soon as they were alone eiht you?
Fat Controller
#9303 posted by Speeds on 2005/11/12 06:02:25
quit what?
site design could be, eh, improved alot
its not very appealing
Hello
#9304 posted by czg on 2005/11/12 07:19:10
FC...
#9305 posted by distrans on 2005/11/12 07:37:44
...ludicrous & subversive, but then I've always been a fan :)
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