JPLambert
#924 posted by glassman on 2004/04/26 15:00:09
I'm using gtkradiant 1.4. I just increased the brightness & contrast of the shots as the histograms were almost entirely in the 0-128 area.
The Map That Won't Be Finished
#925 posted by Fern on 2004/04/26 15:19:14
Blah
#926 posted by R.P.G. on 2004/04/26 15:30:05
I think you meant to say "I'm not going to finish this, so I'm just going to tease you and make you hate me."
Yes
#927 posted by Fern on 2004/04/26 16:32:13
that's exactly what I meant to say
Cool Fern
#928 posted by metlslime on 2004/04/26 17:29:48
I love seeing new geometry with classic textures.
#929 posted by . on 2004/04/26 19:20:49
" I'm gratified that nobody seems too phased by the custom engine stuff."
Well I prefer as plain as I can have with Quake (but I'm using Fitzquake for its built-in gamma support) so... but those shots do look nice.
You All Suck
#930 posted by LTH on 2004/04/27 07:03:43
Glassman's shots look beautiful, and a pox on all of yous who complain that it won't run on software/GL original.
Hmm
#931 posted by nonentity on 2004/04/27 10:32:15
But it should run in standard GL/software. It's Quake you're editing for. If you want a shiny new engine, map for a shiny new game.
Quake Was Designed For Flexible Modalation
#932 posted by HeadThump on 2004/04/27 11:45:52
That is why there are thousands of patches, hundreds of Partial and Total conversions, and Id released the source code so the engine could be modernized and these factors I listed have everything to do with why Quake is still a living game now.
The minimum system requirements of FritzQuake are low, and I doubt if there is anyone on this board who can't run it. I could be wrong on that score, but it doesnt change the fact Glassman is doing us all a huge service as well as Tigger-On for bringing Quake design forward in time.
Also, given the fact that a modified engine team can put the latest hard ware acceleration and software features in their product in a short time where as any commercial venture will have to take at least a two year development period to put their product together, it gives us end users a glimpse of the latest technology in game before it becomes commonly available in commercial games.
On top of that, it gives model makers, mappers and sound artist a headstart on keeping up with the state of the art in their fields by being able to use the technology and being able to express familiarity with it when they apply for work in those fields.
So, right on Glassman, keep at it; purist be damned to DosQuake.
Twats.
#933 posted by Shambler on 2004/04/27 15:57:43
P.S. I nearly wet myself at the first shot.
#934 posted by - on 2004/04/27 16:15:39
I fart on your eye Headthump. People who like Quake don't want new technology bullshit crap that doesn't look nearly as cool, they want more fun.
Scampie
#935 posted by ProdigyXL on 2004/04/27 16:31:59
what a intelligent comment. Impressive.
Time Marches On!
#936 posted by HeadThump on 2004/04/27 17:27:13
The Complacent will be crushed.
BTW
#937 posted by HeadThump on 2004/04/27 18:09:30
If you are against modernization in Quake, you should refrain from playing Glassman's level or Industri when they come out. But I don't really expect any consistancy from those flapping there jaws or lubicated sphincters against it.
I'm A Little Slow, But
#938 posted by necros on 2004/04/27 21:27:40
i just realized this: glassman said those shots were taken in fitzquake... since when did fq support skybox and highres texture replacement? O_o
Ha! I Had The Same Double Take
#939 posted by HeadThump on 2004/04/27 21:59:45
a few months back when I noticed replacement textures I had made for Dark Places were being used while playing ye ol' Elektra Complex in FitzQuake.
It's All In The Readme.
#940 posted by metlslime on 2004/04/27 22:46:57
You DO read the readme, don't you???
No, Not For Engines, Actually. :)
#941 posted by necros on 2004/04/27 22:59:55
it's usually just boring bug reports and such... :P
Well, I Did After That
#942 posted by HeadThump on 2004/04/27 23:07:11
Thumpy bows his head sheepishly.
It is so much easier to ask you in the forums, Metlslime than it is to open up a .txt file.
BTW, is the coordinate system extended in Fitz? Okay, okay I'll look it up . . . .
Fitzy Skyboxing
#943 posted by Kell on 2004/04/28 08:44:41
I DO read the readme...FQ deserves the attention.
metl: I noticed in using one of my custom skyboxes ( darkmatter, incidentally ) in my SP map, set in the worldspawn, that texture errors are produced.
Some of the skybox panels ( I haven't looked closely enough to see which images ) appear on doors and buttons. Haven't see it on any other funcs, but it happens on several different bmodels through the map.
I don't know how aware you are of this error. The skybox has been removed from worldspawn now, but I can reapply, run and detail the error more specifically if you would like.
More On Skyboxes
#944 posted by glassman on 2004/04/28 15:07:17
I've also noticed that Dark Places & FitzQ align the skyboxes differently. I think DP is 90 deg left compared to FitzQ. I'm not sure if there is a standard on this and whether either are "wrong" but it would be nice if there were.
Hmm.. (skies)
#945 posted by metlslime on 2004/04/29 07:22:38
I tested my engine to be consistent with Quake 2's sky mapping, since a lot of skies are made for it. I think i also tried a quake3 sky, but i can't remember. Anyway, i think mine is right, but i could be mistaken :)
Kell: which version? Sounds like a texture manager problem. If you have 0.75, and you can reproduce the problem, it might be worth it for me to investigate. But, i'm in extreme pre-E3 crunch mode right now, so it won't happen immediately :P
#946 posted by - on 2004/04/29 09:36:49
fitzquake at e3!? will it have japanese booth babes?
And After E3 We Can Look Forward To A New FitzQuake?
#947 posted by HeadThump on 2004/04/29 09:50:38
I like the sounds of that.
#948 posted by - on 2004/04/29 13:05:11
But Fitzquake2 will run at half the speed, add custom weapon switching times (slider between 5 and 20 seconds), and will add switchable colored lighting.
I ain't looking forward to it.
|