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ARGH. 
Fucking dreaming about meeting #func people lol. Having some sort of picnic in the snow somewhere (I remember this large....scaffolding like structure you could clamber around on)....was sharing cheese straws with pope and either SPoG or Aard and a couple of others....and throwing snowballs at Speedy lol. 
Scampie 
did you get the emails ok? 
Necros 
Continuing from a previous discussion, it is possible to bring custom models into FarCry

This link should lead to the English language portal.
http://www.crymod.com/index.php?templateid=showthreads&fid=20 
 
I love you too 
Nitin: 
got them, I'll upload them later this afternoon and post them in inspiration and referance! 
The Hunted - Chronicle 1 
Ummm? 
Moving Crates 
#7290 posted by Kinn
Intelligent crates.
Bring the crate into the game by giving it A.I. The oldskool tactic of searching around for a suitable crate to duck behind will be a thing of the past.

In the gaming future - crates search for you!


There has been robotics research on exactly this - a robot consisting of a big number of interconnected boxes. The connections are in 6 directions and reciprocal, so the whole thing moves by always lifting part of itself into the air and moving that part forward, putting it back to ground and then moving some other part.
I'm missing the url now, but the simulation videos looked wacky with the pile o' crates just "flowing" forward (they used some biological algorithm to the moves)... 
Monster_blob_crate 
I can see it now: some sort of Wattersonian blob chasing the player with a gaping maw constantly and threateningly looming above him while the winged-skull crate logo repetitiously tumbles over itself again and again.

Awesome. 
Or Perhaps 
a giant shiny purple wall slowly consuming a city ... 
But Lun... 
That has nothing to do with crates! 
It Does... 
if it starts off in a giant crate :)

(Which it should). 
Giant Crate? 
Yes... 
...I remember thinking "Ah, a real toxic dump!" 
Thats Nowhere As Big 
as the crate in ph8dm2 
Has Anyone Noticed That.. 
In order to build really tall areas in Doom3 maps, you have to make them absurdly tall in the editor? Just what is the FOV of the editor anyways? Looks like it's not the same as in the game.

Back in Q2 days the editor view pretty much corresponded with the feeling of size in the game. Good ol' Q2. 
Fric: 
doom3 has a lower default FOV, i think. Maybe that's the difference, if the editor FOV hasn't changed. 
QuarkVersions/6.4.1 
http://quark.sourceforge.net/cgi-bin/moin.cgi/QuarkVersions/6.4.1alpha1

Doom 3 support

Source engine support

and more 
Err... 
... suddenly QuArK doesn't suck any more... doh !! 
 
all editors suck (in one way or another) 
Cant Map 
Well, all editors have their good, and bad features, but it seems there most of mappers don't use QuArK just because they think other editors (WorldCraft, GTKRadiant, etc..) are better... and so for them QuArK sucks...
I was blamed some month ago because I'm using QuArK... so I found here a kind of little revenge ... bleh ! 
Quark 
could someone set up a temp mirror so I can d/l quark, please? Work has blocked all sourceforge downloads because they are flaming cocksuckers. 
I Remember Quark! 
I tried to make a boxmap with it and failed horribly. Then I tried radiant, looked for manuals, cried a bit and learned to use it without manuals. Those were the days. 
Friction 
Why didn't you read the QuArK FM ?? ... At least, you were be able to run QuArK correctly... o_O ... BTW I don't see any interest to build boxmap ... ;P 
Boxmaps Are Underappereciated 
My first map I finally get to compile was a boxmap with a crate and a large fluorecent light. Glaring yellow, of course. 
FOV 
Doom's FOV is 90 like every id game ever.

Doom's eye height, though, is 68, unlike every id game ever. This is your real problem. 
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