News | Forum | People | FAQ | Links | Search | Register | Log in
EntityPlus 0.8 Released
Version 0.8 of the Quake 3 single player mod EntityPlus has been released. This release fixes a number of important issues and adds some new entities and features that level designers can use when creating a single player level for the mod. More info on this release can be found here. Go to the downloads page to grab your own copy of the mod.
First | Previous | Next | Last
 
i really hope some q3 mappers try this out. were you able to fix the 'bug' with q3 rotaters where they are visible everywhere in the map, irregardless of PVS? i remember sock mentioned that when he released his 'map on the edge of forever'.
also, better sound playing entities would probably help a lot too. sock mentioned it was pretty rudimentary. 
 
As far as I know 3 maps are being made, including one by myself.
The bug you mention is new to me, but it sounds like an issue in the engine, not the game code (mod) so I doubt I could fix this.
As for sound playing entities, what would need to be added? 
 
http://www.celephais.net/board/view_thread.php?id=60417 see post 70 (me) and post 76:

me:
...this map really highlights the shortcomings of the quake3 engine for ambient sound. it doesn't seem to attenuate volume correctly and just cuts sounds off when you get too far.

sock:
The Q3 sound system is broken in many ways, no volume control, cannot turn off ambient sounds, only on! Sounds rarely fade, just get cut off by portals, doors and button cannot have custom sounds and no channel priority for VO etc. I can understand why the sound system was rewritten for D3 because it lacks so many features.

so i guess basic abilities like being able to start and stop a looping sound and play a non-looping sound at regular and non-regular intervals.
i don't know if you can fix the bugged out sound attenuation though, which is a shame because it's the most intrusive of the problems.

about rotaters, since you can't fix the problem itself, maybe give access to a way to show/hide targetted entities.
that way, you could set up triggers to manually hide rotaters when players can't see them anymore. 
I Would Have Killed To Have This Mod A Few Years Back... 
I don't know if I can find the motivation to make a new Q3 map at this point, but after looking through the manual, this looks complete enough and cool enough that I'm really tempted to make an SP version of one of my old maps. I may have to give this a go... 
Would Be Cool If There Were Monsters In The Mod 
Quake 3 ogres and wizards! I would probably try and make something if there were. 
Ricky 
there's plenty of cool custom q3 models around (magdalena, darkknight and dragon for starters) to allow monsters that fit different map themes. 
 
this would have been awesome about 10 yrs ago. especially if someone took some of the awesome custom q3 models and turned them into monsters that aren't just bots.

i would love to have made q3sp levels. probably would have done an episode or something. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.