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Post by peeweerota on May 20, 2011 12:57:11 GMT -5
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Post by peeweerota on Jan 24, 2011 18:17:20 GMT -5
Dinner! Cinnamon! Keiser! California! D20!
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Post by peeweerota on Dec 29, 2010 12:16:16 GMT -5
Thank you very much. Much appreciated. @edit: By the way, this tutorial says how to replace hyperblaster bolt with green BFG laser... which is nice, but is there any way to replace it with red or blue laser trap instead? That is a little more complicated. This tutorial ALMOST does that: webadvisor.aupr.edu/noc/Othertutorials/qdevels/-%20Star%20Wars%20Blaster%20.htmlEDIT*** Here is the description of how it works from the tut: One last important detail to keep in mind about "RF_BEAM". How LONG is the beam? Well, just to be clever, the beam only exists between the location in space defined by s.origin, and s.old_origin. The variable s.old_origin is supposed to hold the value of where our "origin" (the x,y,z coordinates of our object) was last game tick (also known as "frame"), if we are an object in motion. Since beams are supposed to be stationary, and have no movetype, s.old_origin would normally be unused. We, on the other hand, take special advantage of it.
We calculate our velocity using the direction and speed we are passed in. This velocity is the distance our entity will travel every turn. Our s.origin is automatically copied to s.old_origin every round in g_main.c right before calling the physics code that moves our s.origin. Now, by setting the s.origin and s.old_origin that much apart to begin with, we ensure that the two positions will always remain that far apart. Thus, our velocity determines the length of our beam.
If you wanted the beam length to be any longer or shorter than the velocity, you would have to change our movetype to MOVETYPE_NONE, and give our entity a think function where you code your own movement code to remove the relationship between s.old_origin and our velocity. Also notice our "clipmask" is MASK_SHOT. These clipmasks determine how soon we decide we have collided with a valid target. Some entities only want to collide with walls, while others want to be notified of collisions with monsters, players, or substances like water. Feel free to play around with the masks, but I have found that incorrect masks used in determining collisions has been the leading reason for objects I code to fall out of levels.
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500k
Dec 28, 2010 21:14:55 GMT -5
Post by peeweerota on Dec 28, 2010 21:14:55 GMT -5
just more pleasantly sedate and less drama inclined. Them's Fight'n words! I demand an apology! LOL j/k
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Post by peeweerota on Dec 28, 2010 21:11:37 GMT -5
Wasn't this your contest map? I'm kind of confused. What's different?
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Post by peeweerota on Dec 28, 2010 20:43:01 GMT -5
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Post by peeweerota on Dec 16, 2010 22:52:57 GMT -5
ALWAYS share mod ideas.
Even if they never happen, the discussion always leads to a great idea that usually gets put into practice.
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Post by peeweerota on Nov 26, 2010 12:38:26 GMT -5
Is this a new release? I played this on the TS Lithium 2 server (extended goto network maybe) almost 6 months ago. Pretty fun though
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Post by peeweerota on Oct 2, 2010 6:04:56 GMT -5
Thanks for the links. It's good to have a post explaining where we can get all the needed files. Quake 1 has been GPL'd for some time, but there is a limited resource for places for newbs to the scene to get the game. I'll probably gives those downloads a try later. In the meantime, I find the wording "give a game called quakeworld a try" funny. as if players of Quake 2 have never heard of Quake 1.
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Post by peeweerota on Sept 26, 2010 12:48:05 GMT -5
connect q2server.fuzzylogicinc.com:27910 -or- "GOTO happyfriar" from the Tastyspleen goto network Be there or be square
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Post by peeweerota on Sept 22, 2010 20:56:54 GMT -5
Thanx to the judges and thanx to the cafe. Glad to see I can still put together a bunch of brushes into something playable. Q3? Not sure about that. Looks like someone doesn't like my map, lol. Shut up, you still won!
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Post by peeweerota on Sept 22, 2010 20:08:19 GMT -5
Please post your server name here, thanks. -W1 Hi, I'm Pierre and I will be your waiter this evening. (oops wrong kind of server)
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Post by peeweerota on Sept 22, 2010 20:06:36 GMT -5
I kind of expected this to hit last. It is a great map actually, it just looks like crap. LOL, sorry I said it.
There is not even lighting. I'm sure that a tiny bit of lighting and texture work would place this thing higher on the list.
Other than the visuals, this map plays like the usual giant 16+ player map. It's got tons of rooms with tons of options. There are plenty of normal mapping no-no's that this map pulls off without a hitch. Things like giant ladders, long falls, and dead ends. Being a giant map, and playing with most sections acting like their own self contained deathmatch map (with interconnectivity to other self contained deathmatchmaps) is it's big strength.
I doubt that we will enter a situation with enough people to get the full effect. My own entry from the last contest fell to this same issue. An otherwise fun map that is unplayable with less than 8 people.
I'm still rip roaring and ready to go on this one. I want to get 16 players on it and prove that it is the excellent fun 16+ player map that I know it to be.
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Post by peeweerota on Sept 22, 2010 20:02:17 GMT -5
This map I have been waiting patiently to comment on. This is the kind of map that we see that is well designed regardless of the looks. There are tons of clever ideas, clever pathways, details to hide in, alternative paths, and awesome escape routes.
I wasn't a big fan of the item placement though. It's still functional though. I hope I'm not alone in placing this one in my top 3 of most excited maps to try out in game.
The one thing that I've been itching to ask about (and the reason why the originality score was low) is this. Mac, is this based off of one of the Zdaemon maps?
I was so convinced that this was based off of one of those maps that I almost e-mailed to check. There is a room that you jump pad into that is somewhat raised off the ground. This room matches almost exactly a popular usermade map in Zdaemon where you enter a room similarly by doing a straferun. It also has platforms leading straight up quickly to reach high areas. Really similar.
I'm glad to get the nostalgia back from that map. I think it will play similar so I'm excited!
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Post by peeweerota on Sept 22, 2010 19:56:20 GMT -5
This map is going to be a rail smash hit with a bit of deathmatch fun sprinkled in between. The low scores reflect only the technical limitations and the bland texturing. The whole giant open room is not very original but that does not subtract from the fun of the map.
A few of the technical things that I noticed was a separate water "room" on the bottom I assume was used for lighting. That could have been sealed off and handled a little better. In fact it would have knocked off about 1/4th of the r_speeds that way. I'll let Dervish elaborate on this as he has discussed the same issue a few times before.
The other technical issue I noticed was the sky. I don't think that there was any particular reason to raise it. It probably should have been left flat. On top of that if you set your gl_showtris 1, you'll see that it got cut really really weirdly during the compile. There must have been at least 100 unnecessary polys up there. I don't know why that happened but even a hint brush or even some clever detailing could have helped.
Anyway enough ranting about technical stuff. This map was a great entry and I'm glad that you took the risk to place this kind of map in the mix. Regardless of your place in line, the players are in for a treat to have an entry in the giant arena/rail map category. We haven't gotten that often enough.
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