#7 posted by - on 2003/12/21 12:53:33
Glide2x is the wrapper for 3dfx cards (Voodoo) to work with OpenGL. If you don't have a 3dfx card, you remove it. Thus I answered the question you asked. I'm not your tech support, especially during speedmapping sessions.
Not Bad
#8 posted by aguirRe on 2003/12/21 13:24:04
Scampie's and Drew's maps had best looks and fun gameplay, Lev's was a bit short.
PuLSaR could probably drop the sunlight to reduce the fullbright feeling. Otherwise nice looking, especially the top area.
Zwiffle had the player fight in the water too long and didn't seal the map but had a good Koohoo-ish look.
Well...
#9 posted by xen on 2003/12/21 13:24:40
I wasn't asking you specifically was I? Nevermind anyway... badly worded question on my part, evidently. It's working fine now.
#10 posted by PuLSaR on 2003/12/21 16:17:45
Originally I wanted player to be thrown to the past and then to the future, but look at the map name and you'll understand what problem I met.
The same problem goes to light, cuz it was very fast.
aguirRe: had a strange effect compiling the map using your tools. Hourglass' cones continue to expand (decompile map, make a leak and see what I mean). But original tools can't compile a map with hourglass at all.
I'm Not Sure
#11 posted by aguirRe on 2003/12/21 16:46:05
I understand what you mean here. I noticed there are some faces on the hourglasses that are underlit, this seems to happen sometimes when a face is misaligned to its neighbours.
Maybe you could send me the zipped map file and I'll take a look at it to see what you mean. Decompilation often causes weird misalignments that weren't there in the original.
Btw, what do you mean by "original tools"?
AguirRe
#12 posted by PuLSaR on 2003/12/21 16:58:36
at first "original tools" are original worldcraft tools.
I'll try to explain:
Have you seen two big grey brushes in the rocks at the lower area? There'no these brushes in my editor. They appear only after compiling the map. They are growing from the hourglasses in both sides (top and bottom).
Also if you want I may send you it.
There'no = There's No
#13 posted by PuLSaR on 2003/12/21 16:59:38
Whoa
#14 posted by R.P.G. on 2003/12/21 17:40:49
Some pretty cool maps this time. I was pretty impressed. And that hourglass teleporter had me 0wned.
I Agree
#15 posted by Carpets on 2003/12/23 05:13:29
Yeah. What editor did you use to make the hourglass map? I think the best was 'Where Ogres Bathe', because the ground covered by the player is almost doubled by the usage of the platform over the water, a technique that can be aplied very quickly, I presume.
On a different note, does anyone know how to get past the 8-character filename limit on the 'map' command in the original quake.exe? (v1.08). I have resorted to renaming the files, but I'd rather use some console switch to enable long filenames. Or I suppose I should should just use DarkPlaces...
Carpets
#16 posted by xen on 2003/12/23 05:45:11
The original quake.exe is the only one with the file limit I think. If you prefer software mode then get 'Winquake', enables quake to be played in a window (can still use fullscreen though), has some better resolutions, enables longer filenames... probably more stuff too.
I think there's also be a third party engine mod for software mode somewhere but I can't remember the name.
#17 posted by - on 2003/12/23 06:58:42
WinQuake is meant to be played on Windows and removes that limit. Quake.exe is meant to be played on DOS (Dos is the one with the 8 character limit, I don't think you can get around the limit.)
TyrQuake also supports software Quake, if you want to go that route.
http://www.planetquake.com/tyrann/engine.html
Yeah...
#18 posted by starbuck on 2003/12/23 07:34:15
I'd go with TyrQuake myself, it fixes quite a few things, and tends to actually work, unlike Winquake (for me anyway)
<- I Owe You One Of These
#19 posted by Carpets on 2003/12/23 09:59:21
Thanks, guys. Yeah, I can't get WinQuake to work either, so TyrQuake it is.
Wow!
#20 posted by Megazoid on 2003/12/23 11:52:04
Awesome maps. Can't believe they are actually speed maps.
sm61_drew.bsp : Very precise map, juuuust enough ammo to do it. Good detail and well thought out.
sm61_lev.bsp : Tiny map, but actually very good looking and I like this "face a bag full of enemies" sytle map.
sm61_pulsar.bsp : Holy cow that was different. I like weird shit in Quake. Nice one, hehe.
sm61_scampie.bsp : Good looking map where the pace just builds and build. A damn good blast. Maybe my favorite from the pak, but they were all good.
sm61_zwiffle.bsp : Challenging map to play. Like the idea of overhead killers and you stuck in the water. Probably took me the most goes to complete.
PuLSaR
#21 posted by aguirRe on 2003/12/23 12:50:50
Did you get my emails regarding sm61_pulsar?
AguirRe
#22 posted by PuLSaR on 2003/12/23 16:18:04
yes, I've just checked them
And check yours.
There's Nothing
#23 posted by aguirRe on 2003/12/23 16:50:20
in my inbox now, please re-send if you've sent me anything after you sent me the map itself. My email account at MyRealBox is sometimes acting up.
If it bounces or otherwise doesn't seem to work, please check the properties of one of my last emails. You can find my original address there (as opposed to my "Reply To" address).
Try Now
#24 posted by PuLSaR on 2003/12/23 17:10:11
I've resended it at your box at ebox.tninet.se
Got It
#25 posted by aguirRe on 2003/12/23 18:06:43
thanks.
PuLSaR
#26 posted by aguirRe on 2003/12/25 16:24:40
Did you get my reply regarding the problems in your other map?
AguirRe
#27 posted by PuLSaR on 2003/12/25 16:30:36
yes, I got it but I have some problems now with connecting to my mail server. So I'm not able to send you anything. Hope it'll work in a hour or so and you'll get my mail.
Bloody Hell
#28 posted by than on 2003/12/25 16:58:58
I was impressed by sm61_drew and sm61_scampie. I can't believe how much you managed to fit into a 100 minute timelimit. Plenty of gameplay and architecture that very good considering the timelimit.
Lev's was a bit short and after the start I thought it was going to be a huge slogathon for a good five minutes.
Zwiffles was a nice idea, I didn't find it particularly hard until the last few ogres, where I ran out of ammo and couldn't actually hit them to continue so I had to give myself a few more shells.
I liked the design of pulsars map, and thought it was pulled of well within the timelimit.
Overall great stuff. I can't believe how good speedmappers are getting since the beginning of the whole thing, whenever that was.
Well
#29 posted by starbuck on 2003/12/26 06:50:26
i would argue we aren't getting better, we just cheat more!
#30 posted by PuLSaR on 2003/12/26 17:12:59
agiurRe, check your mail. My mail server started to work
Sorry
#31 posted by PuLSaR on 2003/12/26 17:14:11
iu=ui
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