Holy Crap Deja-Vu!
#9431 posted by
czg on 2005/12/07 10:11:26
Did I some time ago write a longass post about portal skies and how you can make them look like hl2 skies if you include a script that each frame checks the player position and repositions the sky camera relative to some sky position? Did I specifically mention that you need to play around with the movement scale?
Because I'm hella certain I was just about to make such a post.
Lol
#9432 posted by
necros on 2005/12/07 10:21:52
i don't remember, but i tend to skip over such technical things anyway. :P a lot of d3 coding and scripting stuff is still a mystery to me. o.o
I Don't Remember That Post...
#9433 posted by Tron on 2005/12/07 10:38:09
I may not have been paying attention to D3 editing stuff at the time though.
Vanilla D3 doesn't use portal skies, however someone emailed Todd from id and he said that it would be fine someone including features from RoE in a normal D3 map such as portal skies.
That D3 Q1 Map
#9434 posted by Tron on 2005/12/07 10:47:24
In response to a question I asked him at d3w, Hexum says that all q1 weapons and powerups and ingame and working, and he is looking for someone to help with converting more of the enemies across.
Than: if you were thinking of making highpoly versions of the Quake bad guys maybe you should give him a buzz. :)
http://www.doom3world.org/phpbb2/viewtopic.php?t=13741
#9435 posted by
necros on 2005/12/07 11:30:06
i had considered offering to help do some monster conversions, but then i remember exactly how busy i am right now. >_<
Dear Scampie
#9437 posted by
czg on 2005/12/07 12:03:04
Not to be a total cock, but could you please lowercase my nick?
Love
-czg
PS: I am so gay.
Tron
#9439 posted by
Spirit on 2005/12/07 13:11:30
It may be worth checking if Ogro/Francois-Xavier Delmotte is still on the net and if he'd be willing/able to give you some of his Q1 monster hi-poly meshes and their skins.
I don't have an Doom3world account and won't get one but maybe you want to tell them that Ogro lost his work files unfortunately. I asked him a while ago.
Dear Czg,
#9440 posted by
cyBeAr on 2005/12/07 13:43:55
I don't remember you making such a post but I remember reading about someone who had done the same thing in d3 on d3w and had some problems with making it work without problems when moving inbetween standing and crouching positions or whatever.
Dub Selector
#9442 posted by
negke on 2005/12/08 11:22:09
might be old hat for some, but still this rox0rs so much when being
in the right mood ;)
http://www.infinitewheel.com/dubselector.html
Okay People
#9443 posted by
czg on 2005/12/09 04:18:20
Czg
#9444 posted by
JPL on 2005/12/09 04:26:49
Did you get any "anal troubles" these last days ? You seem to be very focused on fucking every people today... doh !
Neg!ke
#9445 posted by
gone on 2005/12/09 05:19:06
dubselekta rox groovy shit there !
Another Fuck You Friday Ends
#9446 posted by
czg on 2005/12/09 14:36:52
And I haven't been able to tell Shambler to go fuck himself on IRC.
Fuck you.
Fuck You Friday Ends
#9448 posted by
starbuck on 2005/12/09 18:27:24
Shut the fuck up Saturday begins!
Starbuck
You win the prize!
('Tis cheese)
What Would You Pick?
#9450 posted by
Jago on 2005/12/10 05:26:50
Job #1:
A company that has existed for 8 years and is known to pay some of the best wages in the industry. They have a great product that sells like hotcakes. The boss is known to be very sctrict, but fair. If I took this offer, I would be a normal "grunt" (making a high salary though).
Job #2:
A company that is relatively new and is founded by my ex-boss from an older job I had. They have a similar product to offer, although it is slightly inferior. The boss is a person I know very well and get along with. If I took this offer I would be making less then I would be at Job #1, but I wouldn't be doing pure grunt saleswork, I would also be doing management and training of other salespeople (which always looks good on a CV).
Job #1 pays about 20-25% better than Job #2. When I asked the boss of Job #1 about future promotion possibilities: he answered "it's possible but there are no open supervisor positions right now and I can't promise you anything", which is basically saying nothing.
I have to make my decision on Monday.
There Was A SQL Error
#9452 posted by
bambuz on 2005/12/10 06:22:17
okay, again:
1)Do you want to be a grunt when you're 40?
2)If the new company goes down, what will you do?
Maybe it's still easy to get a job after that. Maybe not, I don't know.
Q4W First Beta Release
#9454 posted by
bambuz on 2005/12/10 06:56:00
http://www.q4w.org/
The whole idea is to have a game really fast, where movements can make the decision in a fight, and not only aiming. Where controlling a specific zone is really important, with precious items. A game where base weapons are not almost equals to the bigger ones. A game offering best of both world weapons, without making one too much powerful in a defensive situation.
We offer anticipation weapons and hitscan weapons, and they hurt a lot. They'll hurt you bad. It's about domination, it's not really newbie friendly, because spawnfrags are back.
Controlling the game is really important, a situation can turnover very quickly. No minimum time for respawn and a maximum of 2", respawn at 100/0 with only a MG with not much ammunitions... you'll learn how to win the hard way.
They're looking for coders, modders and mappers.
REJECTED! Beta releases are not news (particularly not ones that p1mp themselves with "Of course, brightskins are in standard"). Post it in the Jobs And Mappers Wanted thread.
Letter To The Community
Hey, I�m a fifteen-year-old mapper and I don�t have too much time on my hands. I�ve got a great idea for a game but no knowledge of coding, modeling or texture work. So what I�m looking for is a group of amateur developers who would like to make a game in there spare time.
The project would work in any engine, but darkplaces or quake 3 would be nice because they use radiant. To the best of my knowledge the coding aspect is fairly basic; weapons, some new entities, and basic baddy AI. Textures and modeling should also be pretty easy, because we�d like to do the game in black and white, and depend on style as oppose to tech.
What we�d like to accomplish is a modern game that can be developed like older games. It�ll have evolved gameplay, but the graphics and level design can be done like quake 1. Games today cost so much money to produce because of graphics that the industry has lost sight of what games are supposed to be.
Currently I have a mapper (myself), a concept artist (my brother), people for music and sound (said the would help, but not sure), and a person for public relations and site maintenance (a friend). I need: A coder with descent experience, and modeler, and a texture artist, people for graphics like menus and stuff would be good but we�re not quite there yet.
I�m working on a site, but right now if you�re interested in helping or want to hear more about the idea email me here: humansubhuman@antisocialgamers.com