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Post by draxi on May 7, 2008 5:41:43 GMT -5
I couldn't run it at all! :/ All i got was a fancy looking console thing with some white dots/squares..
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on May 7, 2008 6:14:59 GMT -5
You didn't read the documentation, then. If you're on Windows, you forgot to run Update.bat. If you're on GNU/Linux, you forgot to run rsync, or you ran it in the wrong location. Also, like QuakeWorld, Quake2World does not have an in-game menu system. It starts with a console; type e.g. "map fractures" to start a local server.
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Post by draxi on May 7, 2008 11:09:37 GMT -5
ahh.. Guess I'll give it a go again then.. nice screenies anyway!
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on May 8, 2008 12:33:21 GMT -5
Thanks! If it doesn't work the second time around, feel free to ask for help on IRC.
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on May 10, 2008 17:11:04 GMT -5
I'm also working on an improved version of my map 'Awaiting Resurrection' for q2w. Maybe some of your remember the thread here at the Quake 2 Cafe. Here's a screenie of the current version of the map that was made with the q2w default renderer: There's more info on the map at my website here.
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Post by AAAGGHHH!! on May 18, 2008 3:26:48 GMT -5
Hey I remember that map spirit. I like the teleporter, the whole teleporter [entering it] area, the cool tower outside, the elevator (wasn't it silent?), and the overall designs. And that screenshot looks fantastic.
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on May 20, 2008 10:29:23 GMT -5
Yea, it looks nice You can see pale sunlight plus weather (tho it's a bit difficult to see the rain drops in a scaled and lossy jpg), as well as lens flares on the light fixtures. Btw, the Q2W radiosity compiler gives you sunlight and Phong shading in an integrated GPL tool. There's no need to use a separate, closed source, compiler for these effects anymore. And other projects are of course encouraged to borrow and improve upon this code.
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on May 22, 2008 11:42:14 GMT -5
I tried out a few of my q2 maps with q2w yesterday and with some minimal fixes I think they'd look pretty slick. I noticed that some of the trigger and sound entities didn't work the same as they do in reg q2 tho.. If I get some free time, I think I'll be making a q2w version of my map wddm07 and possibly one other I have in the works that was a bit too resource hoggish for regular quake2.
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jaydolan
Quake 2 Mapping Club
Posts: 161
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Post by jaydolan on May 28, 2008 12:56:32 GMT -5
Sweet! That all sounds awesome. Regarding sound entities, I'm trying to sway mappers towards the misc_emit entity (Q2W-specific). It's a client-sided entity, so it takes a little load off of the network protocol. It can also be used to emit light flashes, particles fountains, coronas, etc.. It still needs some work tho, and eventually I need to document it, heh
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