|
Post by thehappyfriar on Apr 26, 2015 15:52:52 GMT -5
Looked at the Lazarus doc's. Those look like they only work on light entities. Was hoping Q2 supported some kind of bush on/off. Oh well. I'm trying to unthink how I'd do something in Doom 3 & do it in Quake 2. I want an area where when you enter it then lights turn on in sequence to look like motion activated.
|
|
|
Post by thehappyfriar on Apr 25, 2015 8:22:38 GMT -5
I know I can trigger entities on/off but I'd like to do that with brush lights too. Is it possible?
|
|
|
Post by thehappyfriar on Apr 15, 2015 22:33:58 GMT -5
No, accidentally had a spawn point in the ground.
I removed the vent system, took the bunks and put them on a second floor & got the spotlights behaving like real spots. Shortened up the halls a little bit.
|
|
|
Post by thehappyfriar on Apr 6, 2015 19:18:03 GMT -5
I have an idea for the models in the map. Export the map to a .obj (GTK 1.6 does this). Load it & the models up in Blender (or whatever app you use) & render AO, lighting & shadows to the model textures. They should look a lot more like they belong.
|
|
|
Post by thehappyfriar on Apr 6, 2015 19:14:14 GMT -5
Ok, I just tried it and i'm getting the same results as you. Maybe I was to tired and THOUGHT it was working.
|
|
|
Post by thehappyfriar on Apr 6, 2015 15:09:41 GMT -5
How did you achieve that, Thehappyfriar? I tried to randomize the teleporters in 2cocedm02 to make it even more chaotic and disorienting but didn't found a way an the deadline was drawing closer, so i discarded the idea. Take one teleporter & have it target multiple destinations. It will randomly pick one (at least I assume it's random). So, misc_teleporter has a target of t1, all your misc_teleporter_dest you want to be a possible spawn point have the targetname t1. That part worked, it was the weapon stuff I had issues with (GTK 1.5.x uses the exact same properties when you copy/paste an entity & 1.6.x increments the properties if they're able. IE in 1.6.x a targetname of t1 when copy/pasted would be t2, t3, etc.) With regard to the scores, I was surprised I was seventh in the April fool thread. This thread was much more realistic. At first I thought "Damn, eigther I did better then I thought or everyone made a bunch of crap!"
|
|
|
Post by thehappyfriar on Apr 6, 2015 0:32:23 GMT -5
Is there a version newer then 3.00T9? That's the latest I could find. I only went looking for 3.0 because the Arghrad manual says it's for 3.0 and some of the stuff in 2.5/3 I wanted to use.
|
|
|
Post by thehappyfriar on Apr 5, 2015 17:26:42 GMT -5
I am trying arghrad 3 instead of 2/2.1 and it crashes when loading up a map I'm working on. It works fine on another map and 2/2.1 work fine on the map that crashes 3, is the code out there so I can see what's causing it to crash?
|
|
|
Post by thehappyfriar on Apr 5, 2015 15:52:08 GMT -5
Thanks!
|
|
|
Post by thehappyfriar on Apr 4, 2015 11:18:16 GMT -5
Does KMQ2 support the cartoon outline effect like aprq2? I've never been able to do it myself so I'm asking to make sure.
|
|
|
Post by thehappyfriar on Apr 3, 2015 17:38:27 GMT -5
thf_hopeless (my score: 3/10)Cool theme. Some really nice areas, shows potential. Not well suited for deathmatch. Ventilation system, long periods crouching. Rough lighting, rough texture work in some areas; over-sized textures or stretched textures. Dead ends. Suggestions: Make better connectivity. Make shorter ventilation or larger; so you crouch for shorter period of time or can move freely. Improve lighting. Fix some of the texture errors. Thanks for the feedback. Which particular areas did you like? Sadly, my original idea for a map stank so I came up with this ~1 week or so before the original deadline. I didn't have time to add rooms to the vent system or fix most of the texture errors (forgot to lock the texture when I would move brushes around! Oopes!). Also, specific feedback on the lighting would be appreciated. This is my first Q2 map where I only used texture lighting so I was trying to learn how it works and intentionally wanted it darker then most maps I've seen. I originally had a spawn system setup where the players would spawn in separate rooms from each other, choose a weapon, then teleport to another room & pick up armor/health/whatever, then randomly teleport to to a spawn point in the map. I completely messed up the entity links and two hours before the contest ended places weapons & spawn points. So, originally, each player would have one weapon when entering the map & only get new weapons by picking them up from dead players. Those three things are what I plan to do in the next release or two.
|
|
|
Post by thehappyfriar on Apr 1, 2015 16:22:39 GMT -5
BTW Null, good April Fools joke. There's not much anymore that actually tricks people.
|
|
|
Post by thehappyfriar on Apr 1, 2015 15:32:53 GMT -5
I want to RL you in the nuts Null. Congratulations Spirit!
|
|
|
Post by thehappyfriar on Apr 1, 2015 5:56:56 GMT -5
AWESOME! Congratulations macanah! Null, got a link to download the maps? Perhaps schedule a time when we can all get together and give them all a whirl together and, perhaps, in a week or two we take feedback and play re-hashed ones? EDIT: when will we get to see the feedback?
|
|
|
Post by thehappyfriar on Mar 31, 2015 21:44:22 GMT -5
I had a whole different setup for spawning in the map that I ditched literately 2 hours before I submitted the map. I REALLY wanted to get my original method working but just couldn't pull it off in time.
So that & texture fixes are the next things I want to do.
|
|