#1 posted by Newhouse on 2018/10/15 23:02:44
One more thing!
Remember name your maps like this hwjam_authorname and level exists to "start" map.
 Ignore #1 Exits*
#2 posted by Newhouse on 2018/10/15 23:18:26
 Monster Portraits
#3 posted by Bal on 2018/10/18 22:38:32
Put together a few spooky monster portraits, which can also be switched with regular equivalent portraits.
Screenshots :
http://born-robotic.net/stuff/qstuff/bal_hlwportraits01.png
http://born-robotic.net/stuff/qstuff/bal_hlwportraits02.png
Download :
http://born-robotic.net/stuff/qstuff/bal_hlwportraits.wad
Will update it if I have the courage to do the last missing ones.
 Classic
just classic
 Since Bal Is Sharing
I made a couple of "spooky" sounds loops for the jam. BEWARE!!! These are tonally more like Scoobie-Doo than House of a 1000 Corpses. ;)
Howls and Groans for Halloween Jam.
These are 22khz 16bit mono wav files with markers (cues) embedded so they will loop with a proper sound entity.
They were liberated from a 99 cent Halloween CD so use at your own risk. Since the original CD sound files were over a half hour i'd say this usage falls under "fair use" for copyright purposes.
 Timer By Khreathor
#6 posted by Newhouse on 2018/10/19 19:07:16
 Awesome, Love It When There Is A Clear Timer
#7 posted by Qmaster on 2018/10/20 00:59:45
Too bad we can't embed the timer in the top post.
Itching to make something for this but not sure if I'll have anything worthy by the deadline. Hrmmm... must....map
 [Halloween Jam Shared Media] Update
#8 posted by Newhouse on 2018/10/20 13:01:01
updated, tweaks by @Grim_Fandang0 to halloweenjam_2018
- spiderwebs indexed
- chains are now transparent
and for halloweenjazz.wad by queenjazz
-eye wall panels
-pale yellow window, seamless version(with side frames and without)
-cool wooden skull detail textures
next update will contain prefabs:
tombstones, bookshelf, boxes, crosses etc.
 [Halloween Jam Shared Media] Prefabs
#9 posted by Newhouse on 2018/10/20 22:38:37
halloweenjam_prefabs.zip added contains lots of prefabs:
-arches
-carpets
-bookshelf
-tombstones
-crates/boxes
-skull decorations
-shambler's rotation tutorial scene
etc.
 [Halloween Jam Shared Media] Bal's Q1 Monster Paintings
#10 posted by Newhouse on 2018/10/20 23:17:09
bal_hlwportraits.wad added
 Who Made The Pumpkin?
#11 posted by Preach on 2018/10/21 23:21:13
Been playing around with the pumpkin model - who made the original?
 Joshua Skelton Made That Pumpkin Mdl
#12 posted by Newhouse on 2018/10/22 00:39:51
 [Halloween Jam Shared Media] Halloweenjam_prefabs Tweak
#13 posted by Newhouse on 2018/10/22 00:41:38
rotating door didn't have targetname on info_rotate entity, which made it shake like crazy when opening. so now that should be fixed.
 ^ Added Double Door Example & Now Target2 Has Pivot As Target
#14 posted by Newhouse on 2018/10/22 01:08:24
 H2p_skeleton.mdl Added, Converted By Xage
#15 posted by Newhouse on 2018/10/22 01:13:20
 Halloweenjam_prefabs Trees And Exit Update
#16 posted by Newhouse on 2018/10/22 02:51:57
halloweejam_prefabs.zip:
-Trees and skullgate level exit prefab added
tree1.mdl from quoth added
jcr_willow1_tree.zip
jcr's tree and textures
#17 posted by Qmaster on 2018/10/22 05:05:10
Where is the link to the shared media for the rest of the stuff? All I see are wads.
 @qmaster
I am seeing the mdls in that link.
 Qmaster
#19 posted by Newhouse on 2018/10/22 11:08:57
Everything is there*
 Jack-o-lantern
#20 posted by Preach on 2018/10/22 23:27:55
On Sunday I decided to add some extra skins to the lovely pumpkin model in the pack - in fact I carved the pumpkin with some nice glow-in-the-dark designs:
1) Skull
2) Jaws
3) Quake logo
4) Pentagrams
5) Right arrow
6) Left arrow
Most are just for visual effect although the last two could be handy to aid navigation. Anyway, if you want to use them please do - the model is also designed to be drop-in compatible with the original model (so skin 0 and frame 0 are unmodified).
http://www.quaketastic.com/files/models/pumpkin_extra.zip
 Fantastic!
#21 posted by Qmaster on 2018/10/23 01:07:42
#22 posted by Qmaster on 2018/10/23 01:34:17
 Mostly Intentional
#23 posted by Preach on 2018/10/23 21:58:45
Except for those on the original skin, don't know what the point of those were. On the new skins those points are where the light shines through the lid of the pumpkin : - )
#24 posted by Qmaster on 2018/10/23 22:17:19
Ok. I might patch the original skin later tonight. The lid thing makes sense.
 Pumpkin With Full Brights Removed On Skin 0
#25 posted by Qmaster on 2018/10/24 04:02:30
http://www.quaketastic.com/files/models/pumpkin_extra_v2.zip
Enjoy!
I'm trying to pump (get it!) something out for this. Keep getting wonky compile issues. Missing faces and the like. Argh.
 Deadline Extension By 7 Days
#26 posted by Newhouse on 2018/10/25 14:47:52
Timer should be soon updated, + 7 days.
For this year pack will be more about horror and late-halloween map pack, next year things will start much earlier for sure.
New deadline will be 5th of November and then pack will be released soon after.
#27 posted by Qmaster on 2018/10/25 16:26:44
Dang. I've been cramming up into the wee hours for nothing? Guess now I'll slack off, lose time, and give up after feeling like it is too unpolished. Ok no. I will finish this one. Must. Beat. Old. Habbits.
I think I found a bug in the AD progs. Has anyone else noticed that when using custom sounds on trigger_relays that they are played immediately rather than after the delay? I looked at the code but in my sleepy daze it didn't seem like it should be doing that.
 Qmaster
#28 posted by Newhouse on 2018/10/25 17:22:02
Try always value your progress, gameplay/visuals everything. We too easily think that time doesn't run fast and soon it is already 5th day.
 Still Wanna
#29 posted by spy on 2018/10/25 19:21:14
make a resque mission map
there's a prison, a buddy you have to resque from a zombiefied prison, and there is you and your axe
and a lotsa zombies
ala most resent tv shows
 Why Not Eh.
#30 posted by Shambler on 2018/10/25 19:47:47
Sounds like a potentially cool idea.
 But
#31 posted by spy on 2018/10/25 20:21:14
is it ok, if the axe would be the only weapon allowed
 Could Be Boring Yes.
#32 posted by Shambler on 2018/10/25 20:34:35
But then use of different zombie types, normal axe with Quad to start, power-ups etc.....could be functional??
 Basically
#33 posted by spy on 2018/10/25 20:39:18
consider the map as the sm_jam_turtle offspring
sort of
 Axe Only, Could Work
#34 posted by Qmaster on 2018/10/26 00:34:01
Could progress from axe to shadow axe. Start with the easy enemies, couple death knights, then sprinkle in zombies, after a bit of running around either give the Quad, or then drop in a shadow axe, then start adding in harder knights, give a quad at the end with a fury knight battle. Could work. You could even have shootable button secrets still, just have to take a leap of faith and thwack them. Keep it relatively short and it won't be terribly boring.
 How Goes It??
#35 posted by Qmaster on 2018/10/26 04:12:08
Hmmm...this is probably my most complex entity setup yet. I'm making heavy use of the entity state system, finding its limitations. Thankfully, trigger_relay remains the most amazing entity ever. And with AD 1.70 you can have it start disabled and enable it later. Yes! This is the coolest replacement for a hack yet.
How goes your mapping? I find I'm having trouble avoiding being too campy. I have some nice creepy sound effects in my library of mods that I'll include with the map though to help out.
 Random Thought
#36 posted by Orl on 2018/10/28 00:18:04
This being a Halloween jam and Redfield being a fan of Disney, I'd imagine this would be the perfect opportunity to try and recreate the Haunted Mansion.
Redfield? I hope you haven't retired.
#37 posted by Drew on 2018/10/28 00:58:55
Hope Qmaster pulls through
I liked your previous maps
 Thanks!
#38 posted by Qmaster on 2018/10/29 00:17:37
I think so, since I have all the wprkings finished now. Just need to add monsters amd arrange it.
 Announcement About Paths For Misc_models, Sounds And Such
#39 posted by Newhouse on 2018/10/30 18:24:29
Hey,
We will use ad devkit packaging for this jam and to not upload duplicate files remember put them directly under first folders. Models for progs/, sounds for sound/, gfx stuff to gfx/ etc.
 ^ *to Not Upload Same Files Multiple Times Under Subfolders*
#40 posted by Newhouse on 2018/10/30 18:42:41
#41 posted by Qmaster on 2018/10/30 21:04:39
Wait so even sounds will "hang loose". That never happens in mods.
 Well If They Were Originally In Subfolder, Then It Is Fine*
#42 posted by Newhouse on 2018/10/30 23:41:37
#43 posted by Newhouse on 2018/10/30 23:43:20
Just trying to keep things a bit more standardized.
 I'm Assuming Bsp2 Is Not Allowed?
#44 posted by Qmaster on 2018/11/01 02:58:47
 Qmaster
#45 posted by Newhouse on 2018/11/01 10:47:35
Can send the files to mikkou9(at)gmail(dot)com?
#46 posted by Newhouse on 2018/11/02 12:16:25
Hey guys, I have been a bit busy recently and I will have days off next week tuesday and wednesday so I plan to try pack everything in those days. Sock will be helping with dev kit packaging but I hope I can get all the files if not 5th, 6th would be the last date probably.
Meanwhile I will try finish up own entry and start map closer to the deadline to know exact number of entries.
Keep on mapping until the final day*
#47 posted by Qmaster on 2018/11/02 15:34:39
You got it boss....need all the time I can get to finagle them brushes and spitshine the scary.
#48 posted by Newhouse on 2018/11/04 08:10:05
can everyone package the latest files and dm me them(on discord) or email mikkou9(at)gmail(dot)com. Remember zip files. After work about 8h~ I can go through them.
 Remember Checkout Deadline Too
#49 posted by Newhouse on 2018/11/04 08:11:51
It is in the first post but just in case. About 1 day and 16h+ atm.
http://khreathor.xyz/jam/halloween/counter.html
 5h+ Before Timer Is Over.
#50 posted by Newhouse on 2018/11/05 19:19:54
You can send me files close to deadline, or mention that you can make it for the tomorrow morning (gmt+2). I will playtest each of entries and see if there is some bugs needed to be fixed etc. It will take couple days to wrap up everything anyway.
http://khreathor.xyz/jam/halloween/counter.html
#51 posted by Qmaster on 2018/11/06 00:34:44
I can make it for the tomorrow morning. Having to fix some clipping issues with my trisoup.
 Will There Be A Start Map And A Poster?
#52 posted by Barnak on 2018/11/06 01:00:55
I'm already fully erected.
#53 posted by Newhouse on 2018/11/06 13:29:28
@Qmaster
Alrighty, remember send me some mail to gmail just in case*
@Barnak
Poster surely, start map also yes.
#54 posted by Qmaster on 2018/11/07 01:57:15
Submitted. Hope it got through...warts and all.
 Jam Is Over + After Extra Day Or Two
#55 posted by Newhouse on 2018/11/07 23:09:51
Thank you all who participated, I received 6 maps in total by authors:
Qmaster
nyoeieoyn
xLarve
JCR
Pinchy
Ing-ing
(let me know if I missed someone?)
I am trying to playtest all of them and give you guys some feedback during this week. I will take screenshots of your maps and those will be converted into painting textures for start map.
 What’s Up
#56 posted by Drew on 2018/11/12 02:50:14
We jammin?
#57 posted by Jaromir83 on 2018/11/12 09:27:41
the waiting...
#58 posted by Newhouse on 2018/11/17 11:16:50
Alrighty, files are now in some kind of package, there might be more than needed but we have waited too long already. Thank you @JCR helping over night with this.
I will wake up and start writing down readme, uploading files and finally writing func post.
If everyone is fine with few items fell off the world like issues we would be ready to finish this?
#59 posted by Qmaster on 2018/11/17 14:02:35
Yay
#60 posted by manwithnoname22 on 2018/11/21 22:15:03
Stupid question: How about a Thanksgiving Jam?
#61 posted by negke on 2018/11/21 23:13:05
Stupid answer: Bring it on!
That 1024 map is shaping up well negke.
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