tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Aug 20, 2023 3:16:45 GMT -5
Pretty sure people have been modding the sourcecode for that game for a while now.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jun 15, 2023 6:26:37 GMT -5
Honestly those curves had me convinced it was actually Quake 3! If not for the title and you saying it was made for Quake 2
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on May 28, 2023 6:12:04 GMT -5
These look so cool!
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Feb 4, 2022 16:22:28 GMT -5
No I apply the values to them manually in trenchbroom. What I aam saying is for some reason, QERadiant and basically every other editor, I assume, reads the .wal file's values properly.
This is something the devs for trenchbroom need to address. Everything else works great in TB, but having texture values work correctly, and also having the lights give off their assigned color - like they do in radiant - would be great.
I have to check out the sourcecode and see where these things can be implemented, and test them out.
So are you saying that .wal files get assigned their values when they're created in the editor, like wally?
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Feb 2, 2022 5:04:09 GMT -5
AFAIK Trenchboom doesn't support the surface/content flags and light value that the Quake2 .map format adds, so you'll be at the mercy of the default values in the .wals themselves. In effect, you won't be able to adjust surface lights, warping and flowing textures, water currents, translucency, slick surfaces, mist brushes, or anything that uses flags added by modified Q2 engines. There are no default .wal values for light textures or any other textures for that matter. I've had to manually change surface and content values for every single light texture and hint/skip/clip/trig and liquid texture. This needs fixing to get anywhere close to Radiant's handling of these default properties.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Feb 1, 2022 5:01:20 GMT -5
I kinda wanna take part in this...
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 28, 2022 0:24:18 GMT -5
I did download the latest but I didn't actually install it/place it in the Quake 2 folder. I just tried it now, using the 64-bit version (awesome) and set it to my monitor's native res and refresh and it works now. And also it doesn't take forever thanks to it being native res and refresh. Alt+Tab is so much quicker now, as is starting and quitting.
Nice work, and thanks.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 27, 2022 19:12:04 GMT -5
I run my game at 1920x1080 on a GTX 1060 6gb, and lately, with refresh either on default or as close to my 165hz monitor I can get (being 160 in-game) it still does NOT go to fullscreen when I set the option.
Any idea what I can do to make it work in fullscreen mode again?
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 20, 2022 23:54:18 GMT -5
I didn't know you could do that. I'll try that out later.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 20, 2022 20:54:19 GMT -5
Ill check those out, thanks.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 20, 2022 19:27:55 GMT -5
I thought TenFour got shut down when Telefragged closed. The forums did get hacked shut down prior to that, though. Not sure. I knew something got hacked. I forgot that tenfour was hosted on telefragged. That explains it. I wish there was another sit that had all those great Quake 2 maps still.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 20, 2022 16:42:37 GMT -5
There was an awesome archive years ago for Q1, Q2 and HL1 maps called tenfournaps, but it got hacked and is now lost because some nerd unsatisfied with their existance decided to make life sad for other people who enjoyed sharing maps for others to play.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 20, 2022 16:10:34 GMT -5
I haven't played Ground Zero for so long. I've been meaning and wanting to play through all tge q2 games again for a while. I think doing it co-op will help, as I have no real motivation to play it through by myself.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 20, 2022 6:41:36 GMT -5
Nice layout. Reminds me of Doom 3 Monorail. Will there be a rail section, too? Yes, I have a map in the works called shipping depot that will have trains. The above shots are for my smelting plant map and the big tunnels are for the smelting pots to travel through, to different parts of the map. I was thinking also that the player may be having to ride one to get somewhere that they can't by conventional means, like a locked door that you can't get through so you hijack a smelting pot and travel around like that to get to where you need to...ideas anyway.
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tmg
Quake 2 Mapping Club
Posts: 266
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Post by tmg on Jan 19, 2022 19:40:30 GMT -5
Here's some more shots. At the moment these are more-or-less set pieces. Once I get around to blocking out the layout of the maps, these parts will probably be optimized a bit for VIS purposes. Enjoy.
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