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Posted by metlslime on 2002/12/23 18:24:21 |
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.
News submissions: https://celephais.net/board/submit_news.php |
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#11585 posted by Trinca on 2007/01/24 21:11:12
my maps are all crapy :p
 Pope...
#11586 posted by generic on 2007/01/24 22:50:01
<.02$>I think most of the mappers here would like to be included in your book -- it is just a matter of whether or not they should be included. I have only speedmapped (so far) but would love to be in it if you or someone else thought I should. (Don't worry, though, I would gladly buy the book even if I wasn't included :) ). Perhaps you should narrow your search to a short list of mappers and let people vote on which of their maps should make the cut.</.02$>
 Hey....
#11587 posted by metlslime on 2007/01/24 23:06:58
i'm starting a new thread on this book thing.
 Efdat
#11588 posted by madfox on 2007/01/24 23:19:21
What you are looking, I'm not sure but it tends to
def.qc - entity effects - line 381.
your question: is there a help.qc ?
http://www.gamers.org/dEngine/quake/Qc/progs1.htm
Is there a help.qc toppic?
not if you post in this thread.
 EF_ Is All You Get
#11589 posted by Preach on 2007/01/24 23:48:25
Do I understand right that the only problem with the explosion is that it makes the r_exp3.wav sound? If that is the only concern, then here's a hack to get round it.
1. Replace the current r_exp3.wav with null.wav
(make a copy of the original explosion sound with a new filename like r_exp4.wav)
2. Play the new sound r_exp4.wav every time the QC makes an explosion (apart from your intended use, obviously!). The examples I can think of off the top of my head are grenades making contact, grenades on a timer(ogre and player), voreballs, exploding barrels and rockets. If you were really lazy/efficient you could put the explosion sound in the first frame-function of the explosion sprite - that way you'd only need to change one line of code for all of these. I can't be sure the timing would be right though, and the tarbaby would start doing the additional sound too. The latter can be worked around though...
 I Wondered
#11590 posted by madfox on 2007/01/25 00:07:19
why the explo_box couldn't change light, but there is a sprite, of course.
Never knew you could make them glow with the option 'effects''1/8'!
makes them really radiant.
 Book Idea Has Own Thread - Kthx
#11591 posted by pope on 2007/01/25 00:31:50
 The Man, The Myth, The Legend: Quakeguy
#11592 posted by Lunaran on 2007/01/25 07:31:00
You know him and you know you love him. There's one question:
Who is he?
When I think about what it is that makes Quake still capture our hearts like no game since, at first there's not a whole lot that comes to mind. It was a rushed game, with base maps and Doomish weapons tossed in at the last minute to hold together a fairly pointless menagerie of Knights, Ogres, and beasties that aren't quite alien and aren't quite demonic. And yet it feels complete, and you feel like you belong. So how does it pull that off?
I discussed this at length with Kell, and we hit on an idea. Take the assortment in Half Life - every monster seems like it was designed by a different person. There's brown humanoids that shoot lightning, yellow three legged dogs with compound eyes that fire whiny sonic pulses, dangling mouths with long tongues that snare you from above, flying sheikh-brains that shoot plasma balls, facehugger amalga that turn people into zombies, the end boss was a big floating fetus, AND they piled US-Mil human AI on top of all that.
The reason it works is that you're already sold on it when you see it. The tram ride and the just-another-day-at-work-but-not first act put you in Gordon's shoes so fast and so effectively that you want to play the role. So when the houndeyes are yipping and sonically pulsing, you don't think 'what are these things? what a stupid game,' you think, 'what are these things and where could they have come from?'
Quake also manages that - it makes the world real by making the player ... well, someone. Quakeguy DOES have an identity, and we all know it's there. It's been expressed in countless Q1SP's that allude to an identity that was never really planned or expressed overtly - in Contract Revoked you are 'a slipgate warrior of great reknown.' In Bishop's Bane you're the nameless hero of Domino's blighted kingdom. And, of course, who could forget:
http://lunaran.com/files/phil.wav
So who is he to you?
 I Always Liked The Idea
#11593 posted by megaman on 2007/01/25 09:46:53
of the q guy being lost in all those portals and seeking a way back home.
 Time Bandits
#11594 posted by megaman on 2007/01/25 09:49:09
something like that
 Preach: EF_HACK
#11595 posted by efdat on 2007/01/25 11:17:55
thanks for the idea. i did it just like that now, although it really is a hack. works fine. i play r_exp4.wav from BecomeExplosion() which is called by almost all standard explosions.
it's a pity that the TE_EXPL light effect cannot be used in qc in an easier way.
 Dave The Quake Marine?
#11596 posted by than on 2007/01/25 17:44:48
Try reading the dm3rmx txt file to get a bit more on Dave's backstory, Lun.
 Story:
#11597 posted by metlslime on 2007/01/25 20:47:53
It's 5am when you get the call. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the slipgate project...">
That's all you need.
Now speaking of that, the old realaudio show "QuakeCast" that Blue of Blue's News used to host started with some voice actors doing a really good/funny job of acting that story. I always wished I could get an mp3 of that intro.
I still wish that. Make my dreams come true!
 OMG Quakecast Intro!
#11598 posted by metlslime on 2007/01/25 20:50:50
 Haha
#11599 posted by bal on 2007/01/25 21:32:00
DAAAAMN!
Good find.
 Woah
#11600 posted by Spirit on 2007/01/25 21:40:03
Awesome. That is like podcast-history (when it was actually good) or what? :D
Thanks metl, I never heard about it.
There are two full episodes (I think) btw:
http://www.cvanepps.com/audio/quake_phenomenon_mace_royer.mp3
http://www.cvanepps.com/audio/quakecast_oct_2_1997.mp3
 DAMMMN!
#11601 posted by HeadThump on 2007/01/26 03:36:05
That was great
 Metlslime
#11602 posted by mwh on 2007/01/26 23:04:15
Damn, someone should have told Mindcrime...
 Work In Progress:
#11603 posted by metlslime on 2007/01/27 03:00:26
I'm working on a picture of Quake's ogre. Here is the image so far:
http://www.celephais.net/shite/ogre3.jpg
Still trying to get that stupid grenade launcher to look good, and still need to tighten up a lot of the shapes and details. Advice welcome.
#11604 posted by Lunaran on 2007/01/27 04:14:17
 My Quake
Quickly cut from another discussion on ESReality:
Well, my friend imagined it as if he was a united states marine/ranger which has been sent through the slipgate on a counter-attack against these other-dimensional beings.
Another guy imagined it as taking place on earth in the beginning but some alien invasion has infected the soldiers, so they and the rottweilers turn really aggressive and you have to get in there and eliminate the threat, and then you follow the slipgates further to combat the threat.
I kind of imagined the story as a man(perhaps nonhuman) who is a slipgater for a profession/life, it's just what he's always done and will always do until he dies, he has his magical armor and weapons which he has found and taken with him from the different places he sees(axe from the castles, nailgun from the miltary bases etc) and explores and fights back and forth between these 4 different places in time and space:
One is the military bases, which I imagine to be in humanitys future, in many places in space and also strongholds against other dimensions,
Two is these abandoned ruins and temples, of some forgotten race, now occupied by strange creatures and monsters,
Three is a dark medieval time(some alternate version of earth perhaps), in castles, with knights and dark screams in the dungeons, and the undead),
Four are these strange and foreign city-scapes and libraries, inhabited by the same strange creatures and magic users like the flying wizards(more like flying lizards but their entity name is monster_wizard in the editor :D).
I am not sure why you actually go out and hunt/kill Shub Niggurath(the end boss), maybe she just got in the way or so. I'm sure the Ranger is still searching on through the stars for whatever he might be looking for, and I'm sure he'll keep fighting his ranger brothers for dominance and respect with his artifacts retrieved from strange dimensions and places(deathmatch!).
---
That above was the cutout, what I really did love about the quake guy is his genericness and non-speciality, everything was really fuzzy and you could mold him to what you wanted him to be, his armor could be made of kevlar, some high-tech alloy plastic, or just plain medieval iron(what I always preferred), his gun could come from some strange dimension or it could come from behind a bar counter, both worked equally well. It's like clay, you shape and form it to whatever your subconcious prefers.
 LOL
#11606 posted by inertia on 2007/01/27 04:39:18
@ lun
@voodoo: ye i agree, nice points there
 Metl
#11607 posted by . on 2007/01/27 06:21:38
Great job.
 Metl
#11608 posted by BlackDog on 2007/01/27 06:57:40
It doesn't look like a very interesting pose to me. He's just standing there grimacing (at... the floor?) and there really are more interesting things that a monster with a grenade launcher and chainsaw could be doing. :)
The painting is ok, although lighting is a bit bland. The toenails look a bit cartoony outlined like that, and the top of his (it's?) shoulders makes a very flat line. Maybe the silhouette could be better there? Anyway, the weakest point of the whole thing is definitely the grenade launcher, which doesn't look quite right in terms of lighting or perspective. The rest is pretty cool.
My favourite bits are the teeth and the splatters on the 'saw. Nice. Oh, and his beady eyes.
 Blackdog/lunaran
#11609 posted by metlslime on 2007/01/27 07:21:21
yes, my main mistake was just copying the ogre in his idle post, where just sort of stands there contemplating the universe while his face is frozen in this sort of growl/grimace. While it's how he looks in game, it's not a very good pose for a painting.
Anyway, I'll try to finish the details on this one, and hopefully next time I'll get the composition/pose sorted before i start painting details.
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