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^^ 
yeah I listened to that last night but forgot to post (doh). Good news indeed.

I guess Carmack is going "doh" as the doom 3 engine never really took off like ue3... 
Looking For Quake1 Mappers 
http://www.celephais.net/board/view_thread.php?id=15861&start= here is the official post i did in the mapper section. i can be reached at caleb.garner@gmail.com 
When The D3 Code Is Out 
Hopefully someone can take all those cute little tweaks they did for Q4 and put them in, mebbe? That would be super-cool, thx ahead. 
Trinca 
PWNED! 
ERLANG 
CONCURRENCY 
<Friction> 
new contest: release a map before i do.
go! 
Speaking Of Doom 
Kinn 
Cooooool :D 
ROFL 
I like it. Good lighting too - surely the D3 engine? 
Shambler 
even better - I'd say what you're seeing there is some serious idTech 5 action 
Hmm 
D3 source code next year?

That probably they are expecting RTCW2 to come out in the next 12 months, and that Prey2 will not be using the same engine as the original. 
Prey2? 
._. 
:/ 
will Prey 2 have a non-godmode option? 
Prey2? 
._. 
Hey Zwifla How Does It Feel To Be Left Out In The Dark? 
 
Ok, Here's A Contest 
So our community is clearly rather small and not quite so active at the moment, reflective of a social group held together by a common interest more than a place where level design is constantly ongoing. Mapping still goes on, just not to the degree that a call for everyone to try something simultaneously can elicit a strong, viable response (see: speedmapping, etc).

The recent interest in 'experimental' gameplay, especially from a couple of Speedy's maps, seem to be the freshest source of mappery right now. So, here's my idea: the "contest" is to release something on your own with whatever parameters you want, whenever, but surprise everyone else with it. Have an idea and make it - there's clearly plenty of them still out there. If we can't muster group activity at the moment, let's focus on individual maps, just to keep things fresh. 
Not So Active? 
WTF, for Quake 1 at least there have been plenty of good, varied, interesting maps this year, from new mappers, old mappers, semi-retired mappers. I've been impressed for sure.

P.S. This contest sucks. 
Bler 
Shhh otherwise he'll cancel it. 
Yeah 
I've been impressed for sure.

Right, so why not keep it up? I'm not saying that kind of thing isn't happening, my point is the lament over speedmapping and contests seems misplaced. 
Fart 
Something I was just thinking about...in most FPS engines running into the exterior corner of a wall will either make you go left or right of it depending on which side you're closest to instead of stopping you like it would if you ran into a flat wall.

I always wondered though if you lined your path up so that you hit it *exactly* at 45 degrees, how does the engine decide which way to force you? Is it randomized? Is it even possible to hit it at exactly 45 degrees? Will it actually make you stop if you accomplish it?

Has anyone ever looked into this on an engine level? Let me know :D

P.S this is what I spend my Saturdays thinking about 
LOL 
the PS made that comment so awesome. 
Blitz 
you will never be able to hit it at exactly 45 degrees; see also: float precision

not that i checked, but aren't they shoving you right/left depending on your income angle?so that if you hit the edge in the way you described, you would almost stop? 
In Quake You Stop 
http://www.quaddicted.com/stuff/45.bsp
Even if you are a bit off center, I guess that's some hull stuff. 
Well There We Go... 
http://www.quaddicted.com/stuff/45.bsp - there we go Lun, maps all the time! 
 
Yeah, you generally stop. I've tried running into walls and trying to get myself exactly parallel. I stop dead generally if I get it right. 
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