Ok Trinca
#88 posted by Tronyn on 2007/07/07 01:18:30
sounds good
and zwiffle could you resend your map, use netgames@netdp.com thanks.
Tronyn
#89 posted by Zwiffle on 2007/07/07 01:37:53
Just let me know if my mail went through and everything checks out.
Yeah,
#90 posted by Tronyn on 2007/07/07 06:45:09
worked out fine. The map is good, you're good at twisty-turny stuff, awesome/evil finale too :)
I'm shooting for the end of august with this and arcane both.
Very Cool
#91 posted by HeadThump on 2007/07/07 06:57:42
That will give me time to take a few design risks and see if they are to your liking.
Tronyn
#92 posted by HeadThump on 2007/08/21 21:33:26
I have a few vacation days coming at the end of this week. I have been progressing slowly on the map this month, but a few more days of work and I'll have a pretty solid map to turn over to you.
Me Again
#93 posted by HeadThump on 2007/08/27 09:28:20
got much accomplished this weekend, but still working on it. Still, it's possible to get it to you before August is out. I'll have the rare chance to work on it during the week.
few pics:
http://mortisville.quakedev.com/quake00.jpg
http://mortisville.quakedev.com/quake02.jpg
Rawr
#94 posted by inertia on 2007/08/27 16:18:52
Looks like travail-inspired ikblue.
Dunno if a better combination is possible...
Headthump
#95 posted by Zwiffle on 2007/08/27 19:09:40
Architecture and layout look really good so far, as does lighting, but I hope you plan to fix those textures. :)
Could be your best map yet.
Thanks To Both Of Ya
#96 posted by HeadThump on 2007/08/27 20:23:54
Looks like travail-inspired ikblue.
We probably have the same source of inspiration in common, to avoid aping Ikka more than is necessary to do a decent job with those textures.
but I hope you plan to fix those textures. :)
That's half the reason I haven't turned it over to Tronyn just yet! Thanks for your patience Zwiffle, I know you had your map ready a long time ago. I'm so damn slowwww.
Still WIP
#97 posted by HeadThump on 2007/09/03 07:52:30
calling it a night,
here is a couple of new shots:
http://mortisville.quakedev.com/quake06.jpg
I'll vary up that mono textured floor. Floors are easy so I haven't put any thought what to do with them yet.
http://mortisville.quakedev.com/quake08.jpg
This was a bitch to texture, but it looks wicked so it was worth it.
Strike The 'is'
#98 posted by HeadThump on 2007/09/03 07:56:18
in the first sentence
it be 'are'
Ikblue
#99 posted by inertia on 2007/09/03 08:03:35
i suggest moving away from the specific style iikka used, unless you think you can do better :)
Well
#100 posted by HeadThump on 2007/09/03 17:34:39
unless you think you can do better :)
editors have come a long way since 1997, I'm sure Ikka with GTKRadiant 1.4-1.5 would still wipe the floor with my sorry butt.
Ikka's style in the ikspq2-4 series was based upon late Islamic design that used vast open vaulted spaces like what you would see in the Taj Mahal. What I'm doing here is quite a bit more primitive, like the Parthian design of Pre-Islamic Persia using chunks of blocks in the upper divisions to create a signature appearance.
http://en.wikipedia.org/wiki/Image:Persepolis_rendering_old.jpg
I decided to hold on to the Moorish prefabs I made for a map in the Mortisville project.
Ha
#101 posted by Spirit on 2007/09/03 20:39:15
I think it looks very good!
And don't listen to inertia, he's just grumpy that no-one plays slip.bsp. :(
Thanks
#102 posted by HeadThump on 2007/09/03 21:05:03
I took the smiley to mean he was kidding around.
#103 posted by golden_boy on 2007/09/15 23:20:00
no-one plays slip.bsp
Eh, that should be _almost_ no one please.
=)
Old Soul Of Evil 2002 QuakeC Devkit Request
#105 posted by AlexQuaker on 2014/02/15 05:58:56
Dear Tronyn! Please send me a QuakeC devkit to an old Soul Of Evil 2002, if it's possible.
Regards, Alexander.
#106 posted by AlexQuaker on 2014/02/15 06:05:15
(That site PlanetQuake is no longer opens and that link on fileplanet is no longer working.)
#107 posted by Spirit on 2014/02/15 11:46:05
Here you go: https://www.quaddicted.com/files/mods/soe_devkit.zip
Whenever someone needs a Fileplanet file, send me proof that it was publically available or your own and I can get it to you.
#108 posted by AlexQuaker on 2014/02/15 15:39:15
Thank you, Spirit, but I found QuakeC sources separately, by myself. Here it is. https://www.quaddicted.com/files/mods/soe_qc.zip
Yay
#109 posted by Tronyn on 2014/02/15 17:56:34
I wasn't sure I still had that; I went rummaging around on my computer and online, and so far all I found was Fat Controller's page on the iste(the programmer for the old SOE):
http://www.quakewiki.net/archives/fatty/default9ee6.html?file=soe
As a point of interest, there are shots of his (unreleased/unused) start map for Arcanum on here:
http://www.quakewiki.net/archives/fatty/
Of course, distrans' start map was classy as they come.
I noticed on QuakeOne you also mentioned the source code for A Roman Wilderness of Pain: that would be the latest version of the source for the Drake mod.
#110 posted by AlexQuaker on 2014/02/16 08:45:00
Hello. All is almost good but from where can I download models v_plasma.mdl, candlenoflame.mdl and v_rocks.mdl, and sounds ssg.wav, plasma1.wav and plasma2.wav for ARWOP? Maybe, some models and sounds were soon renamed.
#111 posted by AlexQuaker on 2014/02/16 08:48:44
sounds: x_muddle.wav and x_slow.wav not found, too.
@Spirit
#112 posted by sock on 2014/02/16 21:34:49
Wow, thank you for the link, I have been curious about the QC for the Drake mod for a long time and to see an older version was amazing. I especially love all the dragon code with pets and different types and tricks to prevent melee/range monster problems. It even has the Fric bot QC included, but does not seem to be active. That is something that Tronyn maps could use for sure! :D
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