#42 posted by negke
on 2007/10/01 13:50:34
Use aguirRe's tools (see ijed's post). Txqbsp automatically produces a .prt for transparent water. In Treeqbsp you have to enable it manually with -transwater (as well as -transsky for nonsolid sky brushes).
I Don't Know
#43 posted by aguirRe
on 2007/10/01 16:42:00
what -transsky in TreeQBSP does actually, you definitely don't need that to get proper sky brushes for sunlight to work.
Deja Vu Now Mirrored At PlanetPhillip!
#44 posted by RickyT33
on 2007/10/01 17:38:21
#45 posted by Shambler
on 2007/10/02 16:02:25
Fairly fun and some interesting ideas. Rather simple in some places but in others there are some really cool design ideas - expand onto those and you'll be a winner. The gameplay was very easy in general and could do with some beefing up although the non-base monsters were good. The ending didn't work for me unfortunately. Keep it going this is a great start.
#46 posted by ijed
on 2007/10/02 16:24:35
This looks suspiciously like a return to reviewing, in some form - ?
A Return To...
#47 posted by Shambler
on 2007/10/02 17:43:15
Absolute laziness and providing the bare minimum of feedback to show I played the damn thing.
There has been some great Quake action recently, really liking it. Big up everyone!
Shambler: I Like The Way
#48 posted by RickyT33
on 2007/10/02 17:57:10
you 'reviewed' all of the new SP stuff simultaneously, like you just binged out and now its over.
PS Thanks for the positive feedback.
I have a new map on the way, I might post some shots tomorrow, but it could be a couple of days before its ready for testing, cause its a massive wide open space with tall-tall buildings, so compile time will be H.O.R.R.I.B.L.E!
What would people think to testing a map that has been fast-vis-ed?
#49 posted by JPL
on 2007/10/02 21:28:16
I always ask people to beta test fast vised map.... so no worry... :P
#50 posted by JPL
on 2007/10/03 12:12:34
Well, i just played the map, and I found it interesting in term of design layout, and globally architecture. There some nice touch here and there.
I found the gameplay a little bit easy, but it was cool nevertheless..
Keep it up !
#51 posted by Spirit
on 2007/10/03 18:18:25
I just remembered I made demos until qrack (used it as it supports auto demo record even after reloading) crashed. I haven't played the rest yet but I really should. :)
I liked the ceilings!
I did not like the sounds neg!ke already mentioned.
Does Quoth Run On Qrack?
#52 posted by RickyT33
on 2007/10/04 17:49:16
I didnt think it did.
Re: Quoth Query
#53 posted by metlslime
on 2007/10/04 20:48:54
Quoth on Qrack? Quite a Question. A Quick Qonclusion Qould Quiet Quizzing Quakers and Quell Quarrels.
I Always Thought
#54 posted by bambuz
on 2007/10/05 12:08:04
Q Rack is a weird name for an engine. It's like a rack of quake materials?
I Think Its Pronounced 'crack'
#55 posted by RickyT33
on 2007/10/05 16:11:15
And does anybody believe they have managed to run -hipnotic -game quoth successfully?
#56 posted by Preach
on 2007/10/05 16:58:04
I've not tried running it, but if it doesn't work and you can describe the error, send some details to me(e-mail in profile). I can take a look and see if it's possible to fix for the next version of quoth.
#57 posted by inertia
on 2007/10/06 02:43:36
Came with deathmatchmaker right? Maybe, but it's been too long and my memory chips r fuzzy.
#58 posted by Spirit
on 2007/10/06 10:16:33
It's an "enhanced" Joequake, got some nice and some bad thing. Not for a first choice for singleplayer but good enough for "just-so" playing. And it's autodemo feature is very nice.
#59 posted by generic
on 2007/10/18 13:49:49
Doesn't your version of glQuake allow for running Quoth and a custom PAK from the commandline? If yes, could you please tell me how to run this PAK without renaming any files? K-Thx :)
#60 posted by ijed
on 2007/10/18 14:06:17
-quoth in the commandline or -id1 for other packs. Just put whichever it is and afterwards -game.
Read the docs!
#61 posted by aguirRe
on 2007/10/18 20:25:29
You may still have to rename the Quoth add-on pak files, but you can now put them in their own mod directory instead of messing up the quoth dir.
In the case of Deja Vu, rename the pak file to pak0, put it in a new dir called dejavu and add -quoth -game dejavu to the cmd line.
The engine will then first look in the game dir (here dejavu) for resources, then in quoth and finally in id1. This makes addition of new quoth add-ons very structured and follows the same behaviour as the older -hipnotic, -rogue and -nehahra options.
#62 posted by generic
on 2007/10/19 03:00:32
#63 posted by RickyT33
on 2007/10/19 13:26:58
I thought I needed to write:
-hipnotic -game quoth
'cause the Quoth pack required the -hipnotic cause it usus the hud layout of Scourge of Armagon. Thats what it said in the readme. I figured it was only for the plasma cannon and the hammer, and the extra powerups??
#64 posted by PuLSaR
on 2007/10/22 21:10:16
why did you released it as a 6 maps pack, while you could make it a one or two levels of bigger size. I don't understand the maps with <30 monsters there.
overall pretty nice oldskool pack. but too easy for me
#65 posted by Kell
on 2007/10/22 22:03:03
but too easy for me
Heh, poor Ricky. There's no pleasing them, eh?
#66 posted by Trinca
on 2007/10/22 22:15:59
at least some mappers coments is maps and not othres...