#109 posted by Drew on 2006/08/13 21:39:28
The only thing I want from Quoth that isn't included - at least, that I can think of right now - is func_breakables.
The sadlark level was that kind of disney themed one. 8 worlds in one map. What has that guy been up to? after q2 he kind of dropped out, didn't he?
 No One Has Addressed The Gl_flashblend 0 Problem
#110 posted by R.P.G. on 2006/08/13 22:22:51
Also, I still say no progs so you can play it on a QW coop server.
 I Don't Know What The Gl_flashblend 0 Problem Is
#111 posted by starbuck on 2006/08/14 01:05:17
I thought everyone played with flashblend off, it looks like total crap. Does it cause much slowdown or something?
 Jonas Lindstrom...
#112 posted by ionous on 2006/08/14 02:41:24
After releasing Sadgron 3 for Q2 (1999?) did drop off for a while. I fired off an email to him around 2004, where he said that he was working on a 12 map quake2 mission pack, that was about 60% done. Since then, his email address has become obsolete, so i haven't been able to follow up.
 Well...
#113 posted by than on 2006/08/14 04:28:21
not all the maps will use a flashlight. I don't plan on using a flashlight in my map anyway. I agree with SB though, who actually has flashblend set to 1? Maybe QW players? They are probably all savvy enough to turn it off, and we can always disable it in an autoexec.cfg as mentioned before if we have a mod.
I had a thought about the start map earlier. Since I don't particularly like the type of start map that is just a series of unthemed slipgates, I think each author should make a little entrance area, which has the same theme as his level, and then one mapper can glue them all together and make the start map coherent and consistent.
For example, if the map requires the flashlight, perhaps it should be made clear by requiring the player to use it to find their way to the entrance. For the flooded base level, maybe a flooded lift shaft that the player swims down (with air pockets along the way. For the spaceship themes, perhaps a small escape pod like module that fires the player to the level. etc. etc.
 ^^
#114 posted by DaZ on 2006/08/14 04:45:01
Cool idea :)
 Yeah
#115 posted by starbuck on 2006/08/14 06:15:42
that sounds great!
 Btw
#116 posted by inertia on 2006/08/14 11:49:04
My level casts the player as a self-aware cyborg.
 Well...
#117 posted by metlslime on 2006/08/14 13:21:47
In my level the player is a World War II spy, so you'll have to have a cutscene at the end of your level explaining how the cyborg had his brain transplanted into a human body, and was sent back in time to 1940 France. And explain how he accidentally drops the flashlight into the timestream when he opened the window of his time machine mid-journey.
 Trivia
#118 posted by bambuz on 2006/08/14 14:35:11
Cybernetics as a term was coined by Norbert Wiener in 1948. It is rumored the Nazis did some experiments during the war but they were kept hush-hush so that high level scientists could keep working for the western and soviet governments.
 Lol
#119 posted by HeadThump on 2006/08/14 16:47:13
Metlsime and Inertia really should explore this theme if they feel it suits them to do so.
In my level the player is a male prostitute whose
clientale is made up of alternative dimension, Lovecraftian creatures. As always, I ask myself, WWCZGD?
 Gl_flashblend 0
#120 posted by Preach on 2006/08/14 17:15:31
It's fairly easy to set a variable like this in a safe way, without overwriting anybody's autoexec.cfg - something that does annoy people.
The secret lies in quake.rc. The following is the total contents of the standard quake.rc
// load the base configuration
exec default.cfg
// load the last saved configuration
exec config.cfg
// run a user script file if present
exec autoexec.cfg
//
// stuff command line statements
//
stuffcmds
// start demos if not allready running a server
startdemos demo1 demo2 demo3
Simply add a line under stuffcmds that reads gl_flashblend 0
It'll always execute on loading the mod, and occurs after autoexec.cfg sets it to the id1 default setting. It won't overwrite any other autoexec.cfg settings, or require one to be packaged with the mod.
The only problem then lies with people who deliberatly make the effort to switch it back once the game starts. Then again, people might put r_fullbright 1 in if their monitor is too dark, there's no accounting for some folks...
 Inspiration?
#121 posted by DaZ on 2006/08/14 18:04:58
http://daz.quaddicted.com/images/TEMP_dazbase.jpg
Just finished vertex manipulating the terrain... damn that was "fun". Dont even ask what the r_speeds will be in this area when its all done, I dont want to think about it :)
 Daz
#122 posted by scar3crow on 2006/08/14 20:12:30
i am intrigued by your 2 crates that are angled non-orthogonally
that and the grey tech pipe connecting the 2 main structures
 Daz:
#123 posted by metlslime on 2006/08/14 22:57:30
those supports wouldn't happen to be the same ones from crdm3, would they?
Which reminds me: finish crdm3!!!!
 Good Memory
#124 posted by DaZ on 2006/08/15 02:34:31
yes they are, I love them so much I had to get them into a map I will actually release :)
 Damn.
#125 posted by Drew on 2006/08/17 00:29:12
looks fucking cool, DaZ.
Anybody else have pics of their maps?
 & I Drew Some..
#126 posted by madfox on 2006/08/17 14:32:41
 Daz:
#127 posted by bear on 2006/08/18 00:49:10
you call that "fun"? oh you should try vertex manipulating terrain with 30k+ brushes some day!
 Bear
#128 posted by DaZ on 2006/08/18 07:11:04
I value mt sanity kthx :)
 Oh And Yes
#129 posted by DaZ on 2006/08/18 07:12:10
can others post mapshots to help get the ball rolling? Even if its just an editor shot like mine its always good to show progress :D
 :(
#130 posted by than on 2006/08/18 08:12:56
can't do any mapping at the moment becuase I need to let my rsi calm down. I have to buy a vertical mouse (like evoluent vetical mouse: http://www.evoluent.com/vmouse2.html) to help. Once I get started I will post.
#131 posted by Vigil on 2006/08/18 14:34:02
I have been slowly working on a map textured in Ikbase, but I'm not making any promises. Might re-work it as well.
 An Editor Shot.
Not lit, obviously: http://biff.leveldesign.org/pics/map_shots/wip/q1/sp/base_debris.jpg Going for an angular sort of style this go-around, opposed to the curviness of Myrmidon, which will never be released.
 BOIF
#133 posted by inertia on 2006/08/20 12:21:33
Interesting take on those greay base panels. I was never quite sure what to do with em, you've made a decent custom texture tho! Also, I recommend more of everything.
|