Mr. Kinn
#172 posted by spy on 2014/02/19 17:20:34
i'm begging you to release something new for Q
depends on your free time and all that jazz though,
seriously
You're Like Mike Bossy NYI Player
#173 posted by spy on 2014/02/19 17:22:34
if you get what im talking about
Spy
#174 posted by Kinn on 2014/02/19 18:18:30
I'm working on something for quake, oh yes.
#175 posted by Spirit on 2014/02/19 22:01:32
kinn_curry_un.zip
#176 posted by Trinca on 2014/02/19 23:22:01
omg I wet my jean!!!
so awesomeeeeeeeeeeeeeeeee
Thanks Kinn!
#177 posted by Qmaster on 2014/02/20 04:02:48
/*Kinn's Code...
#178 posted by Qmaster on 2014/02/20 04:18:47
is awesome.
//=========Commenting is phenomenal===========
//Here we congratulate Kinn for providing the
//best commented quake code ever;
//---------End comment------------------------
I'll be digging through this for ages, it's a gold mine!
*/
You're Welcome :}
#179 posted by Kinn on 2014/02/20 14:17:57
Sprites Transparency
#180 posted by Qmaster on 2014/03/02 18:37:38
Kinn,
All your sprites have black instead of index color 255. There isn't any transparency to them. What's going on? How'd you get them to work?? The imps are shooting squares at me!
#181 posted by Spirit on 2014/03/02 18:40:25
Don't blame the mapper, blame Darkplaces.
I'm Using Darkplaces...
#182 posted by Qmaster on 2014/03/02 22:35:24
Unless of course you mean that only Darkplaces recognizes the pink 255 as transparent, which I know isn't true. But if they only work on Darkplaces, then, why aren't they working?
I have the .tga files in the directory and in the .pak file. I checked the tga files though and I don't see alpha channels in photoshop.
*shrugs*
I Think What Spirit
#183 posted by Dooomer on 2014/03/03 08:44:48
meant was the other way around:
The tranparency in Marcher is not supported well by darkplaces for reasons unknown to me. I have tried to run Marcher using darkplaces not long after its release, but seeing all those black edges around explosions etc, I reverted to using the exe files bundled together with the release.
Qmaster
#184 posted by Kinn on 2014/03/03 11:32:06
The tga sprites use additive blending. This is how it worked in Darkplaces at the time of Marcher's release.
I cannot guarantee the map will render or work properly on any engine released since then.
It works in FitzQuake 0.85 - I'd recommend just using that.
Late For The Anniversary...
#185 posted by parubaru on 2015/04/01 17:16:39
Secrets
#186 posted by parubaru on 2015/04/01 19:19:12
It might be worthy of note that I've literally stumbled into
all the secrets during the several replays: fighting an imp,
falling down during a battle, in midst of another using an
explosive weapon, and searching for alternative routes to
get back to a higher level...it felt like this might indeed be
the way it all was intended.
#187 posted by Kinn on 2015/04/01 22:06:42
...it felt like this might indeed be the way it all was intended.
sure, I'll go with that, thanks!
Happy 14th Birthday Marcher Fortress
My how you've blossomed.
The Difficult Years
#191 posted by Kinn on 2019/01/09 13:57:06
It's at the age where I keep having these awful "you're not going out wearing that" arguments with it.
#192 posted by Qmaster on 2019/01/12 02:56:34
The mother of all hoarde maps, epic, paced, fantastic. I play it once every few years, about due for another.
Heres to hoping for The Marcher 2.
#193 posted by yhe1 on 2019/01/12 05:59:23
Is the source for this and bastion still around? I think it would be awesome if there were an AD version of this.
Agree
#194 posted by Drew on 2019/01/12 08:18:15
#195 posted by Clown on 2019/01/12 09:03:19
The AD projectile shotgun is very enticing but personally I'd like to see a Quoth version.
#196 posted by Kinn on 2019/01/12 12:09:28
Please be patient. A surprising version of this map features in the quakey-but-not-quake game that I am working on, and I think it would be cooler if that represents the modern iteration of it.
No need for a George Lucas re-release just yet...
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