
Jago 
 
		#1596 posted by 
JPL on 2004/11/30 03:56:58
 
		It looks cool... good work.. 
	 
		
		
Zooloo-Mooloo: 1000b Map 
 
		#1597 posted by 
Jago on 2004/12/05 16:04:34
 
		
	 
		
		
Ah 
 
		#1598 posted by 
Zwiffle on 2004/12/05 16:21:55
 
		You changed it! I hope it's a little tougher now. 
	 
		
		
... 
 
		#1600 posted by 
necros on 2004/12/12 02:22:49
 
		can't people ever come up with new ideas instead of doing remixes of previous games? 
	 
		
		
Heh. 
 
		#1601 posted by 
Blitz on 2004/12/12 03:29:16
 
		You should have been there for my rant on "new ideas" in #tf. 
	 
		
		
To Be Fair 
 
		#1602 posted by 
starbuck on 2004/12/12 07:18:24
 
		the newer shots for this look really good.  I've nothing against conversions if the team actually puts in a bit of effort.  Of course, it would be better if they put that effort into an original idea. 
	 
		
		
Re: Why Not Do An Original Idea? 
 
		#1603 posted by 
metlslime on 2004/12/12 18:11:33
 
		Becuase everybody has their own original idea.  By doing a remake of an existing game, you have a better chance of getting a team of people willing to do that instead of pushing for their own ideas. 
	 
		
		
Waste Of Time. 
 
		#1604 posted by 
Megazoid on 2004/12/13 15:01:05
 
		Hexen conversion for D3 - go play Painkiller. Plus, how many set-in-stone die-hard hexen fans are around these days? 
	 
		
		
Megazoid 
 
		#1605 posted by 
Zwiffle on 2004/12/13 15:23:03
 
		Me, for one. I love Hexen. LOVE IT. Like a significant other. Almost as much as I love Quake.
 
 Scampie, go make Hexen 3!!! 
	 
		
		
HEXEN 
 
		#1606 posted by 
Jago on 2004/12/13 17:00:36
 
		I loved all the Hexen and Heretic games. 
	 
		
		
A Cool New Area I Am Working On: 
 
		#1608 posted by 
Jago on 2004/12/19 15:25:21
 
		
	 
		
		
Jago: 
 
		#1609 posted by 
- on 2004/12/19 18:40:09
 
		http://www.planetquake.com/greyvoid/Curv_tut/curv_tut.htm
 
 read it, love it. you got so many things off grid in places, which will only lead to more polygons being created. 
 
	 
		
		
Scampie: 
 
		#1610 posted by 
Zwiffle on 2004/12/19 19:01:00
 
		dude, i've never seen that tut before. sweet jesus that explains a lot! thx a lot 
	 
		
		
Hexen!! 
 
		#1612 posted by truskoski on 2004/12/27 03:35:48
		
	 
		
		
I Don't Get This... 
 
		#1613 posted by 
Jago on 2004/12/28 14:26:48
 
		I open a .WAV file in Soundforge, went to Special / Edit Sample, make the file a Sustaining Loop, saved.  Opened a map using the file as an ambient sound in FitzQuake and it complains that "FILENAME is not looped". 
	 
		
		
Hrm 
 
		
		Its not fitzquake AFAIK. I had a hell of a time getting custom sounds to loop in quake. It involves setting some sort of flag, and a bunch of programs had the 'loop' option but i think I ended up using cooledit pro which somehow made them work looped in quake. (Isn't soundforge the new cooledit?) 
	 
		
		
Nah 
 
		#1615 posted by 
starbuck on 2004/12/28 16:50:01
 
		adobe audition is the new cooledit pro.
 Good program, by the way. 
	 
		
		
. 
 
		#1616 posted by 
necros on 2004/12/28 19:04:26
 
		looping sounds in quake has nothing to do with setting sustaining loops.  you must set two cue points as a region to enable looping in quake. 
	 
		
		
Hi Necros... 
 
		#1617 posted by 
distrans on 2004/12/28 20:14:16
 
		...could you expand a bit on that, or point me to a tute?
 
 Please.
 
 The other thing, I seem to remember someone in Qmap days explaining how to link mp3 files to quake. Was that ever made into a tute? 
	 
		
		
...and Sorry All! 
 
		#1618 posted by 
distrans on 2004/12/28 20:30:34
 
		...my post should've been in the mapping help thread. 
	 
		
		
YES 
 
		
		Cue points, or something like that. Do elaborate, necros, as I'll be needing the info soon too 8-)