Oh And Cheers Distrans,
#53 posted by necros on 2003/06/30 20:15:43
for posting the link!
:o we got a super cool domain this time i see! :)
UWF
#54 posted by pushplay on 2003/06/30 21:24:39
You want the maps before qexpo probably, eh?
Always A Pleasure Necros...
#55 posted by distrans on 2003/06/30 23:28:29
Coagula Contest 2 Maps
#56 posted by underworldfan on 2003/07/01 15:05:08
Anyone who wants to send me maps, please do:
underworldfan1@aol.com
Ok
#57 posted by pushplay on 2003/07/01 18:47:21
I've begun my long and painful final compile.
Uwf
#58 posted by Tyrann on 2003/07/01 20:33:23
Are you setting up a booth to release the pak?
Tyrann, Yes ....i Have Signed Up For A Booth
#59 posted by underworldfan on 2003/07/02 13:15:43
however i am very busy in "real life" at present so i am not quite sure how/when things will go.
I should be able to find some time though, to do a decent booth for the Expo. =)
Umm...
#60 posted by pushplay on 2003/07/02 23:55:32
My vising has been at 32% for over 24 hours now. Is that a bad sign?
That Is A Coagula Sign
#61 posted by Tyrann on 2003/07/03 02:59:56
Qexpo Speedmapping
#62 posted by Preach on 2003/07/04 12:39:40
Just a heads up for all you mappers, there are two speedmapping events being run during Qexpo. The first will be a SP quake turtlemap, from saturday til friday, and the theme will be announced on the saturday. The second will be a MP speedmap, on the friday evening. That way, both competitions should be finished in time for the maps to be released during Qexpo. Can we have a quick show of hands as to how much interest there is in either/both of these?
I'll Do The Turtle Map.
#63 posted by necros on 2003/07/04 15:36:54
yes i will... i think.
Yah
#64 posted by starbuck on 2003/07/04 15:40:17
im definately up for both
Don't Know
#65 posted by Hrimfaxi on 2003/07/04 16:49:13
I will try to - but don't think I have the time!
Speedmapping..
#66 posted by ChAiNeR on 2003/07/04 22:12:06
is that basically when you make a map in a really short amount of time?
mite give it a go :)
Yes It Is.
#67 posted by necros on 2003/07/04 22:49:02
and good for you. ;)
In Case Anyone Is Wondering,
#68 posted by necros on 2003/07/05 11:05:40
there's something about 'half days' for opening and closing days, therefore, qexpo will start in about one hour from the time of this posting. (i think).
Necros
what the hell is the 621/621 screenshot at your Qexpo booth?
I am assuming its your respawn mod.
"621/621" in A Quake 1 screenshot = Fun. (to me)
w00t.
No Respawn There...
#70 posted by necros on 2003/07/06 11:25:16
truthfully. those were really put in the map from the editor.
Yeah...
#71 posted by metlslime on 2003/07/06 19:31:23
respawning monsters can't affect the monster total because after the game starts the client won't accept changes to it.
Meltslime,
#72 posted by necros on 2003/07/07 15:59:44
actually, you can change monster count easily.
total_monsters = total_monsters + 1;
i actually had to code an extra bit to stop the respawned monsters from counting, so only the first, original monster counts in the kills, all respawns don't. :)
Necros:
#73 posted by metlslime on 2003/07/07 17:01:36
yes, but i thought the client ignored those messages after the game began.
Nope...
#74 posted by necros on 2003/07/07 17:23:45
but, you have to remember to put it:
WriteByte (MSG_BROADCAST, SVC_UPDATESTAT);
WriteByte (MSG_BROADCAST, STAT_TOTALMONSTERS);
WriteLong (MSG_BROADCAST, total_monsters);
to make sure it gets updated, otherwise, yes, you are right, simply changing the var does nothing.
Just To Let You Know
#75 posted by Vodka on 2003/07/08 00:18:39
I`m releasing a map pretty soon (screenshots were posted about a year ago on my page :)).
Will not take part in speedmapping - the timing is bad for me. And not participating in TM either. Got to finish my old maps.
Hope to see alot of good maps and mods from you guys. Like in good old skool days !
Necros:
#76 posted by metlslime on 2003/07/08 00:24:06
doh, why didn't i think of that? :P
Yah
the mission pack one's func_spawn stuff do that :)
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