Well,
#70 posted by Kinn on 2005/08/02 00:59:06
I've seen girls making FPS games, so I would logically expect some play them too.
Oh Yes...
#71 posted by JPL on 2005/08/02 01:27:07
I saw this photo with these women working for Q4 development... sorry... In anyway, I don't know any girl who currently play FPS... They generally don't understand why we play so violent games :P
Girls 'n' Games
#72 posted by Mike Woodham on 2005/08/02 07:21:14
Big daughter taught me how to jump over Ogre's grenades in the days before I learned to use the mouse, and she finished Quake before I did, which is why I started For My Babies.
And as for not liking violence - they are both avid football fans and one of them is a season ticket holder for an English Premier side club(notice I do not say which one!) Oh, the shame of it.
He He...
#73 posted by JPL on 2005/08/02 07:51:44
.. you found a rare jewel !!
JPL
#74 posted by HeadThump on 2005/08/02 13:03:50
Before she discovered Boyz, my niece was a very fine speed runner. I tried to get her too promo a demo run at SDA but she was too shy to do it. But, adolescence, and that satanic Age of Empires took my little Quaker away from me.
Shame On You....
#75 posted by JPL on 2005/08/02 23:21:07
.. you shouldn't let go away your rare jewel !!!
Well
#76 posted by HeadThump on 2005/08/03 04:53:20
short of not inventing a time machine, a stasis chamber, and a chemical harmone inhibiter that prevents girls from turning ditzy at the age of thirteen, I don't see how it is my fault.
HeadThump
#77 posted by JPL on 2005/08/03 06:12:04
It is not your fault.. it's teenagers in general
I also have to agree it's sometimes very difficult to keep girls to go away when they decided to... *sigh*...
One Small Feature Request
#78 posted by than on 2005/12/15 03:58:44
When pressing tab for autocomplete, how about pressing it again to cycle through the list of returned entries?
I am always typing no.. for notarget and getting noclip and having to delete clip and at a t. The same thing happens when dealing with r_show/draw type commands. I suck, fair enough, but it would be a nice feature to add, no?
Yeah!
#79 posted by Spirit on 2005/12/15 07:18:28
FTEQW is awesome in that particular function.
Feature Request
#80 posted by Kell on 2005/12/15 08:40:11
Since Than started this recently, I'm gonna stick my oar in too:
Liquid Textures And Wateralpha
Pardon me if this has already been consdiered or I'm ignorant of some engine limitation, but I hereby submit a useful feature request:
*lava~ and *teleport ( and, if you're feeling charitable, *starfluid :P ) are always rendered opaque, irrespective of r_wateralpha value.
*slime~, *water~ and *~ are affected by the r_wateralpha command as normal.
Additionally, would it be possible to have the key "r_wateralpha" or "_wateralpha" or "wateralpha" read from the worldspawn, in the same way as "sky" and "fog"? That way, the wateralpha will be as the mapper intends when a map is loaded, though the player can still change it via the console if they prefer, again as with sky and fog.
Tab Cycling
#81 posted by Preach on 2005/12/15 09:08:52
Doesn't fitzquake already do this? When I type "no" and then press tab multiple times, it cycles through all the commands that begin with no. Unless I've misunderstood what you're requesting...
Thankell
#82 posted by negke on 2005/12/15 09:58:01
yes, fitzquake already has tab cycling.
no, *lava and *teleport are inluenced by r_wateralpha just as any other liquid (if the map was compiled to support transparent water, that is).
#83 posted by metlslime on 2005/12/15 10:05:18
than: it should already cycle, unless there's a bug. You can also do shift-tab to cycle the other direction.
kell: that specific implementation would be sort of hacky, but not hugely difficult, however, i'm worried about all the exceptions that i might need to make down the line for various maps where 1. water texture names are nonstandard, 2. mappers intended lava or teleport to be transparent for effect. There's no way to consistently know the intent of mappers in this case, as existing maps were built assuming all liquids were opaque or all liquids were transparent. This is the sort of hack, incidentally, that people get so mad at other engines for -- a "feature" that assumes too much about the content.
A worldspawn key sounds pretty good, though.
Kell
#84 posted by negke on 2005/12/15 10:18:20
ok, nevermind my post. i misunderstood what you meant...
If I Could Make A Suggestion:
#85 posted by necros on 2005/12/15 10:35:19
about the wateralpha key, can you make that seperate from the cvar wateralpha?
ie: your cvar for wateralpha is set to 1 (for opaque) but you load a map with 0.3 set in the worldspawn. that map has it set to 0.3, but when you load another map that doesn't have any key in the worldspawn, have it set back to the default cvar value.
is this possible?
Metlslime
#86 posted by Kell on 2005/12/15 10:59:11
1. water texture names are nonstandard
You mean anything other than *water~ ? Doesn't matter, anything other than *lava and *teleport would be the same as it is now: affected by r_wateralpha.
2. mappers intended lava or teleport to be transparent for effect
Well *teleport isn't a problem, since a mapper can always use any texture they want for their teleporters and just give it a name other than *teleport.
Lava is an issue because *lava also has the hardcoded hazard effects. So, yes, if a mapper wanted a lava hazard but also wanted the texture to be rendered translucent they'd be shit outta luck.
But I don't think that's a major drawback because the number of maps I've encountered where the mapper intended translucent *lava ( or, for that matter, translucent *teleport ) I can count on the fingers of no hands.
Conversely, there are plenty of maps where translucent lava and/or teleporters looks cack and can make features harder to see.
A worldspawn key sounds pretty good, though.
Indeed.
Than
#87 posted by Mike Woodham on 2005/12/15 11:52:30
Why don't you just bind keys:-
bind "a" "r_showtris 2"
bind "b" "r_showbboxes 1"
bind "c" "r_drawflat 0"
bind "d" "r_drawflat 1"
bind "f" "r_fullbright 1"
bind "g" "god"
bind "j" "r_drawviewmodel 0"
bind "m" "r_drawviewmodel 1"
bind "n" "noclip"
bind "o" "r_fullbright 0"
bind "t" "notarget"
bind "v" "r_showbboxes 0"
bind "z" "r_showtris 0"
or such like?
And
#88 posted by bambuz on 2005/12/15 12:24:13
alias m "exec mapdev.cfg"
and put those above in the mapdev.cfg config.
then just type m in the console when mapdevving.
Doh
#89 posted by than on 2005/12/15 17:57:51
didn't realise it worked already. I am sure I tried and it didn't work. Guess I will try again and if it doesn't work, then it must be a bug.
Mike:
#90 posted by metlslime on 2005/12/15 23:02:31
try using the commands "toggle" and "cycle" to reduce the number of keys you have to bind.
bind r "toggle r_speeds"
bind f "toggle r_fullbright"
You Learn Something New Everyday...
#91 posted by Mike Woodham on 2005/12/15 23:08:04
Thanks metlslime.
#92 posted by metlslime on 2005/12/15 23:10:30
kell: i'm primarily talking about breaking old maps, in which case the mapper already chose the texture names.
necros: I'd want to keep it seperate from the cvar, but on the other hand, the player could want to override it the alpha during play, and in that case suddenly the cvar has to be able to cancel out the worldspawn key.
Metl
#93 posted by nitin on 2005/12/16 02:11:49
did you ever get the second email I sent when you were on vacation ?
Nitin
#94 posted by metlslime on 2005/12/16 03:37:28
yeah... i just haven't done any fitzquake stuff since then.
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