Lol
#9307 posted by negke on 2010/01/24 21:23:24
Use monstercount / (pi*thumb), then substract the release date.
Or just play the map and add enough items so that you can get through smoothly. Then declare this as Hard and scale down the difficulty settings from there. Then see how the testers do.
Yeah
#9308 posted by RickyT33 on 2010/01/25 00:44:50
You have to take into factor the players level of accuracy. According to teh games I play, my accuracy = 20-40%. So it is meaningless.
Always just play, play, and play again. Then get l00ts if testing done. :D
#9309 posted by madfox on 2010/01/25 01:49:59
Well I played rather several times only the hard and nightmare are the worst.
So I thought if I
TE_DAMAGE * ammucount = all monsters health + random
could compare it mathly.
I Think
#9310 posted by ijed on 2010/01/25 04:18:14
There's too many variables to make an equation of it. Unless you want to get alot more complex than 4 variables.
What negke says works :)
TF2 Swamp Theme
#9311 posted by DaZ on 2010/01/26 16:11:35
Wasn't quite sure where to put this :P
TF2maps has finished their TF2 swamp theme pack that contains new models/textures/blah which you can download and use for free, its very high quality stuff!
http://swamp.tf2maps.net/
License?
#9312 posted by megaman on 2010/01/26 18:34:43
Error
#9313 posted by madfox on 2010/02/02 15:34:20
Don't know what happened after a qc-script, in game leaves the message:
PR_executeprogram : excessive stack (53 normal = 31)
Nevermind
#9314 posted by madfox on 2010/02/02 18:13:06
bad scripting.
Hanging Vines
#9315 posted by DaZ on 2010/02/02 22:19:35
Doe's anyone know of a texture pack that has some nice alpha channelled hanging vines and overgrowth textures? Or any packs that feature some sort of old abandoned temple theme? I'm thinking more Mayan than Egyptian here, any info would be appreciated!
Iirc
#9316 posted by necros on 2010/02/03 00:59:17
the original rtgnosis texture set had a vine/leaves overlay with an alpha channel.
Also
#9317 posted by grahf on 2010/02/03 20:15:35
Sock's Pyramid of the Magicians (pom) level.
Grahf
#9318 posted by DaZ on 2010/02/03 22:43:25
I had totally forgotten about that map, damn its perfect =)
Thank you very much!
Hammer For Quake?
#9319 posted by [Jimbo] on 2010/02/05 19:12:37
I know this is probly in here somewhere, but...
Is there a guide / howto for editing quake maps in valve source sdk? Is this possible or should I just be using hammer 3.4 (3.5?)?
Can't Be Done AFAIK
#9320 posted by ijed on 2010/02/05 20:08:04
Although search for Baker's Quake Adapter for hammer 3.3 - maybe I'm misunderstanding what you want to do.
Edit In New Hammer
#9321 posted by [Jimbo] on 2010/02/05 21:33:04
My goal was to be able to edit maps in the new hammer, export them somehow, compile for quake with the new tools. I figured I'd ask here first in case there was a tut somewhere.
If it's not doable I am gonna fire up hammer 3.4.
It's been a few years (and a few computers) since I had a mapping environment setup. ;)
Have A Go
#9322 posted by ijed on 2010/02/05 23:48:29
I've been meaning to do it myself since the latest beta version can apparantly show model meshes inside the 3d window.
Killtarget Flag
#9323 posted by Ron on 2010/02/08 15:28:36
It works in Fitzquake, but it doesn't in Qrack.
Why could that be ?
#9324 posted by negke on 2010/02/08 16:54:29
Could be the engine is Qrap.
What are you trying to killtarget and how?
#9325 posted by Ron on 2010/02/08 17:12:03
Shambler = dead = open gate
The gate was previously closed by another trigger. I want it to re-open (or disappear, that's good enough for me) when the monster is dead.
Qrap or not, it's got nice shiny stuff, I like ;)!
But what I really want is a level that can be played in multiple engines. Except Darkplaces, I've given up on that one, it is not accurate with the placing of items or monster spawns.
Alright
#9326 posted by negke on 2010/02/08 17:23:10
The problem is there's a glitch (or oversight) in the code that prevents monsters from using the killtarget field just like that. You have to give the Shambler a dummy target field for the killtarget to work.
You could probably also just set the "toggle" flag on the gate and make the Shambler target it normally.
Issues with item and monsters in DP often indicate improper placement, e.g. too close to a wall, that other engines ignore. For regular custom maps, any newer DP build should work flawlessly.
NNoooooOOOOOO!!!!!!!!!!!!!
#9327 posted by RickyT33 on 2010/02/09 02:09:04
----- TyrLight v0.99e -----
extra sampling enabled
colored output format: lit
BSP is version 29
1128 entities read, 956 are lights.
************ ERROR ************
TestLineOrSky: tstack overflow
Thats a bit of a grim looking one isnt it!?!?
Anyone here have any idea what that means? Had lit like 95% of the total faces when it spat this error :(
Please help!
Ouch
#9328 posted by ijed on 2010/02/09 04:31:00
Can't help I'm afraid.
How much compile time to see the error?
Probably About 20 Minutes, Maybe A Little Less.
#9329 posted by RickyT33 on 2010/02/09 10:17:26
AguirRes light tool works though. Doesnt give any clues to the problem. It will have to do for now.
RickyT23
#9330 posted by JPL on 2010/02/09 22:04:59
If you have the C code, you should have a look into it to figure out what's hapening: this is the first time I hear about this particular error...
Is There...
#9331 posted by generic on 2010/02/13 17:25:03
a hack to raise/lower the HP of Quake monsters? I think someone mentioned it before, but I am suffering from some intense mental fog at the moment.
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