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 AuthorTopic: New level design? Eh? (Read 29 times)
_SK3L3T0R_[Q2C]
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 Re: New level design? Eh?
« Result #1 Today at 5:29am »

Holy crap that looks awesome! :P
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 AuthorTopic: New level design? Eh? (Read 29 times)
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 Re: New level design? Eh?
« Result #2 Today at 5:03am »

Yeah, looks great! I also like that you posted the whole series of photos, each shot really shows progress and looks better than the last one.

EDIT: As always I'm nitpicking, forgive me. But that yellow texture is misaligned on the windows frame:
[image]
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 Re: New level design? Eh?
« Result #3 Today at 4:01am »

Looks great, the kids in your camp must be proud to have you. :D
-W1
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 AuthorTopic: New level design? Eh? (Read 29 times)
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 Re: New level design? Eh?
« Result #4 Today at 2:05am »

Cool lookin place Maric :D








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Result 5 of 25:
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 AuthorTopic: New level design? Eh? (Read 29 times)
peeweerota
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 Re: New level design? Eh?
« Result #5 Yesterday at 11:42pm »

That is so freakin cool
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 AuthorTopic: New level design? Eh? (Read 29 times)
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 New level design? Eh?
« Result #6 Yesterday at 9:30pm »

So then, I've been messing around with a little "vanity" project...

As a result of what I do full time (volunteering/directing the camp) I've become the recipient of a big ol' pile of waste construction cast-offs. My mind wouldn't rest until I did something with what would otherwise have ended up in a camp fire or trash pile...I gave myself a budget of $150 (I spent $160 actually) for items such as lighting, paint and various miscellany.

I'm about 75% complete. So, what'ya think about it so far?

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Result 7 of 25:
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 AuthorTopic: Quake II Cafe' Quake II Speed Mapping Extravaganza (Read 236 times)
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 Re: Quake II Cafe' Quake II Speed Mapping Extravag
« Result #7 Yesterday at 8:46am »


Yesterday at 12:27am, Mikemc wrote:

In the Farcry series on the Xbox there was a large community for Obstacle courses (made 2 of them myself). I'd really like to see more of them in Quake. While not really an obstacle course, Half-Life's "Weird Comic Art" was a hoot and then there's 3 units within Quake and HL that were sheer HELL..


GOTO jump

;)
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Result 8 of 25:
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 AuthorTopic: Quake II Cafe' Quake II Speed Mapping Extravaganza (Read 236 times)
Mikemc
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 Re: Quake II Cafe' Quake II Speed Mapping Extravag
« Result #8 Yesterday at 12:27am »


Oct 30, 2009, 12:50pm, m wrote:
Well, how's'about a theme driven, un-judged map "project" then...

Eh?

LeRay's map for the last contest has been on my mind (specifically the moving elements). The idea of an entire map effort combined or otherwise that focuses on movement would be interesting. Ooooor, something along the lines of PeeWee's map but focused on linear progression.

Let me 'splain...

- No need for it to be dm or sp (think sp without monsters).

- Every room/area/zone/whatever needs to have things that move or animate.

- Maybe even maps that are timing, puzzle or platforming based.

- All focused on moving stuff...

Eh? Eh? EH!!!

In the Farcry series on the Xbox there was a large community for Obstacle courses (made 2 of them myself). I'd really like to see more of them in Quake. While not really an obstacle course, Half-Life's "Weird Comic Art" was a hoot and then there's 3 units within Quake and HL that were sheer HELL..
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Result 9 of 25:
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 AuthorTopic: The Shaft - New Q2 Map (Read 297 times)
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 Re: The Shaft - New Q2 Map
« Result #9 Yesterday at 12:17am »

I don't play Deathmatch but.. Holy shit that looks good!
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 AuthorTopic: macanh, wallfly bot help (Read 39 times)
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 Re: macanh, wallfly bot help
« Result #10 on Nov 22, 2009, 4:03pm »


Nov 22, 2009, 5:45am, macanah wrote:
how do i run and install the wallfly bot on my server, ? thanks


You will need to contact quadz at http://tastyspleen.net
Easy way is to login TS forums http://tastyspleen.net/quake/forums/

And PM console that quadz
http://tastyspleen.net/quake/forums/index.php?action=profile;u=19

or go to irc://irc.enterthegame.com:6667/ channel #tastyspleen

:D


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Result 11 of 25:
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 AuthorTopic: macanh, wallfly bot help (Read 39 times)
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 Re: macanh, wallfly bot help
« Result #11 on Nov 22, 2009, 8:36am »

I guess that's described in its README or on the website.

If you have a root server, the answer is most likely to put the files into sth like /home/q2srv/quake2/wallfly and spawn a process using the mod directory and an unused port. Maybe sth like this:

Code:
q2srv@myserver:~$ cd quake2 && screen -A -m -d -S q2wallfly ./r1q2ded-old +set game wallfly +set dedicated 1 +set ip <myIP> +set port <myPort> +exec q2srv.cfg +exec r1q2srv.cfg +map q2dm1 &
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macanah
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 macanh, wallfly bot help
« Result #12 on Nov 22, 2009, 5:45am »

how do i run and install the wallfly bot on my server, ? thanks
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 AuthorTopic: KMQuake2 set-up (Read 82 times)
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 Re: KMQuake2 set-up
« Result #13 on Nov 21, 2009, 6:56pm »

It's either the length of that path or its use of spaces. The Q2 engine has a hard-coded maximum length of 128 chars for the path of any file it tries to open, and I don't think it was coded with filenames with spaces in mind.

Try moving your Q4-bundled Q2 install to a different folder in the root of your hard drive (such as C:\Quake2).

The optimal approach would be to have a hard drive partition just for games, instead of installing them to C:\Program Files. This way you won't need to reinstall most of your games the next time you format and reinstall Windows. The Q2 install I'm using dates back at least 10 years over 6 hard drives in 5 different systems.
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 AuthorTopic: KMQuake2 set-up (Read 82 times)
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 Re: KMQuake2 set-up
« Result #14 on Nov 21, 2009, 5:37pm »

Hm, sorry but I have no idea neither. But I can tell you that I also bought that Q4 special edition with Q2 included and I never managed to get the q2 version that came with it to work. Neither on my Windows XP box, nor on the Vista box of my brother. I ended up copying Q2 from a friend. No problem since I got a license but still annoying.
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 AuthorTopic: KMQuake2 set-up (Read 82 times)
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 Re: KMQuake2 set-up
« Result #15 on Nov 21, 2009, 11:30am »

I have an ATI video card and everything seems to be set right. I have two QII's on my computer one in C:\QuakeII and one in my Quake IV folder thats where my ground zero and the Reckoning are which is actually C:\program Files\Id software\QuakeII. The first one starts and is slow, So I put it in the other and when I try to start it I get a path error:

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So I don't know whats happening
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Result 16 of 25:
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 AuthorTopic: The Shaft - New Q2 Map (Read 297 times)
Sabotuer [Q2C]
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 Re: The Shaft - New Q2 Map
« Result #16 on Nov 20, 2009, 4:24am »

Damn I need to jump around in this, the pics are awesome and the feedback is outstanding
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 AuthorTopic: KMQuake2 set-up (Read 82 times)
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 Re: KMQuake2 set-up
« Result #17 on Nov 20, 2009, 12:03am »

I've also fixed that nVidia driver crash in a hotfix. And when it does happen, it won't cause an error that shows up in the console, it will crash outright.

It looks like your OpenGL driver may be crashed or not installed (i.e. falling back on Windows' default software OpenGL driver). And that it can't find maps.lst is a sign of a really screwed up Q2 installation, maybe with a corrupt pak file or problems with file permissions.

There's a copy button that copies the entire contents of that debug console, you should use it and post it here.
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Result 18 of 25:
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 Re: KMQuake2 set-up
« Result #18 on Nov 19, 2009, 5:20pm »

Your problem sounds as if your video card was not detected and the game ran in software-mode.

I have no idea whether that's true but I think I read that q2 has problems running with the latest nvidia video drivers.

The maintainers of multiple modern q2 engines said they had fixed the issues, maybe you should try another q2 client.
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 Re: KMQuake2 set-up
« Result #19 on Nov 19, 2009, 12:48pm »

it is set to opengl
I got it to start but again its like its in slow motion it takes 5 mins to get to the loading screen. and when it gets there it like its stuck. You know the sound you get when you scroll from game to multiplayer or video as your going through your menu that little thud well it keeps doing that without touching it. And when I do finally get it to load when its done it either stops before it finishes loading or loops back !!
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Result 20 of 25:
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 Re: KMQuake2 set-up
« Result #20 on Nov 19, 2009, 11:58am »

I think your problem is the glGetError thingie. Guess it was already there before the colormap and maps.lst stuff, you can ignore those two I think.

Maybe the q2 video mode is set to 3dfx while it should be opengl. fix it in the config.

maps.lst is only a textfile that holds the map list if you're running a server. a valid maps.lst can look like this:

quake2/baseq2/maps.lst:
Code:
q2dm1


as I said I doubt that this is your problem though
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 KMQuake2 set-up
« Result #21 on Nov 19, 2009, 10:27am »

OK I'm back at trying to get this to work
I figured out the colormap.pcx and now I get this:

[image]

Couldn't find maps.lst
which maps.lst is it looking for the one in the pak files ??
do I need to use pakexplorer or Qped to unpack the file ?? And where do I put it ?
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 AuthorTopic: Grome Terrain Editor (Read 31 times)
Derimok
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 Re: Grome Terrain Editor
« Result #22 on Nov 17, 2009, 7:54pm »


Nov 16, 2009, 5:00pm, methanewarfare wrote:
http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor

http://en.wikipedia.org/wiki/Grome

Has anyone ever used this or even heard of it?
I discovered it by mistake and was pretty impressed with the screens. Just curious to see if anyone else had any thoughts or info about it.


The name 'Grome' sounds familiar, but I'm not sure.
It definitely looks promising though, and I can see why game developers would use it.

I don't think its quite up there quality wise like Vue 8:

http://www.e-onsoftware.com/products/vue/vue_8_xstream/?page=4

Just a shear amount of features and compatibility with programs that it has is amazing. If it wasn't so damn expensive it might have been worth buying.

This is a little off topic too ;)
but check out this video, they used Vue 8 for the terrain: http://www.youtube.com/watch?v=qVMCrEe0EEc
It was for a game that was never released.
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 AuthorTopic: Grome Terrain Editor (Read 31 times)
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 Grome Terrain Editor
« Result #23 on Nov 16, 2009, 5:00pm »

http://www.quadsoftware.com/index.php?m=section&sec=product&subsec=editor

http://en.wikipedia.org/wiki/Grome

Has anyone ever used this or even heard of it?
I discovered it by mistake and was pretty impressed with the screens. Just curious to see if anyone else had any thoughts or info about it.
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 AuthorTopic: QuArK 6.6.0 Beta 3 is HOT off the press! (Read 33 times)
peeweerota
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 Re: QuArK 6.6.0 Beta 3 is HOT off the press!
« Result #24 on Nov 16, 2009, 10:35am »

So me wanting to organize a launch party for this release of Quark is a little extreme, right?
:-*

Nevertheless, this is always exciting news :D
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 AuthorTopic: QuArK 6.6.0 Beta 3 is HOT off the press! (Read 33 times)
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 QuArK 6.6.0 Beta 3 is HOT off the press!
« Result #25 on Nov 16, 2009, 6:54am »

QuArK 6.6.0 Beta 3 is HOT off the press!


So here are the major highlights:

Both Editors:

* Added a horizontal scrollbar in the treeview.
* You can now "uninstall" gamemodes: just delete the addons-directory of that game.
* Added IWI loading; this is the texture format used by Call of Duty 2 and higher.
* Fix a major slowdown in the progressbar drawing routine.

Map Editor:

* Some games want textures with Alpha in a different format; this fixes a saving-texture problem in Quake 3 mode.
* Grayed out beziers can now not be selected in views anymore.
* Fix some problems with the FAKK2 and EF2 compilers producing bad BSP filenames.
* And various improvements here and there!

Model Editor:

* Completely revamped vertex Linear draglines system, increasing its reaction and drawing time to twenty times faster(!).
* Added full Vertex U,V Coloring support to the bones Specifics page.
* Added asi model format importing plugin.
* ASE model exporter can now export .cm collision model files.
* Added a .md3 model importer, with tag support.
* Added a .md5mesh and .md5anim model exporter, with bone support.
* Support started for granny .gr2 model importing with bones.
* Added complete section in the InfoBase Docs about tags with F1 links, the new Bones, Vertex Color and Weights.
* Added support for animation interpolation - (computation of added movement to emulate game action).
* And lots and lots more! Just try it out, and you'll see!

See NEWS.txt for more details about changes and fixes. Also, see DONATORS.txt for people that made this release possible.

http://sourceforge.net/project/showfiles.php?group_id=1181




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