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Hmap2 
that's one fucked up pointfile.

i'm not even gonna bother trying to sort out that bullshit. :P maybe next map. 
 
hmm - hmm, yeah, it looks as if hmap2 isn't too friendly towards maps that were built with a different compiler in mind. :-/

Do complain to Lord Havoc, maybe something happens :))

anyway,

accelerate

works now, both with and without reverse spawnflag set. It is indeed sexy - imagine what it'll be like standing on an accelerating brush with the corrected player view angle. The room will spin faster and faster.

You can build centrifuges, or carousels of doom. I need to ask QuakeMatt to add a centripetal force to Gyro O_o

Only a small step until there. For now, it'll just push you around insanely fast, which is also fun.

Will update demo mod soonish. Tree/Txqbsp support would be neat - I can try my hand at it, but I'll probably fail gloriously.

Dying with mouse in hand -> you go to Shub-Niggurath's Pit and become a shambler. 
 
http://www.quaketastic.com/upload/files/misc/rmqrotate_patch3.zip

map and progs with the acceleration stuff 
 
ah i see you had to create helper entities for acceleration. i was wondering how you would do that since i ended up having to do the same thing with accelerating movers because of that whole .nextthink i was talking about earlier.

btw, you may want to link the helper entities to the main PUSH entity so that when .blocked is called on it, you can toggle some flag on your helpers to halt acceleration for a moment or something.

anyway, very cool stuff. i just wish hmap2 was more compliant so i could get started now. 
 
GMTA.

Yeah, I should do the blocked support on the helpers. *scribbles it down* 
 
btw, Spike told me that with the self.think = SUB_Null; self.nextthink = self.ltime + 9999999; but I don't exactly remember why it has to be like that. I only know that was required to get the rotators to work at all.

I opted for "no experiments" with the helper thing. I'm sure it could be simplified, like having one function to rule all helpers. Hmm, I should do that.

It would probably be half the size if Supa or Lardarse coded it. :-) 
Necros Et Al 
Check the tutorial I posted a few weeks ago for acceleration with no helper ents at all. I'm sure it could be adapted to the rotating entities fairly easily. 
 
Al would appreciate a link. 
 
http://www.btinternet.com/~chapterhonour/tut/pusher/pusher1.html this right?

i had forgotten about that. i'll be honest with you though, it kind of went over my head. :S
i guess helpers are just easier to keep track of because they're so much simpler. just set your .ltime high so that the bmodel is active and go to town. :P 
 
Since the helper stuff works and the helper ents could potentially be used for other stuff (play sounds, for example) I might keep them. 
Hey 
i just reviewed a map on quaddicted and it brought me back to the map page! cool! ^_^ 
 
Yeah, I fixed that a while back. There are still duplicate ' though, minor fix but me and motivation... 
Necros 
How do you get the pointfile data to show in Radiant? 
Load It From The Menu? 
 
Hmm 
Hmm 
Hmm 
Hey look, Tim Schafer got publicity from calling industry figures names, maybe I can do the same (Robert Kotick is a prick btw).

Having said that (and despite not having met the man), I seem to have it in my brain that Mark Rein is a dick based on some shit from years ago altho I can't for the life of me remember what said shit was... (any ideas?).

Anyways, surely creating one loyal customer through a relatively small amount of effort/good relations with the public is a good way to go for indie devs, and certainly more human (and more decent) than creating a mass market product aimed at the lowest common denominator and then using an expensive advertising campaign to promote it... (indies can't afford tv slots ;) 
 
It's a question of scale. For Epic, wooing and converting a single person is a waste of time. For Cliffski, it's worth it. 
Hmm 
Oh of course, that was the majority of point (albeit expressed in an aggy 'I haven't had my coffee yet' way).

But in which case it's probably not the best thing to scoff at when at an indie dev panel discussion... 
 
I know you said you're running without coffee but I did find this vaguely offensive:

"Anyways, surely creating one loyal customer through a relatively small amount of effort/good relations with the public is a good way to go for indie devs, and certainly more human (and more decent) than creating a mass market product aimed at the lowest common denominator and then using an expensive advertising campaign to promote it... (indies can't afford tv slots ;)"

Was that aimed at Epic? If so, that's pretty unfair. We put a lot of effort and design iteration into our games and we certainly don't target the lowest common denominator. 
Yeah 
gears of war or that new game that cliffyb showed seriously appeal to my intellectual desire to widen my horizon. 
Bulletstorm 
Looks like a lot of fun. It really does. It's kind of odd, because I don't like a single Epic game at all, but all their spin-off stuff is pretty amazing imo (Bullet Storm, Bioshocks, et al) but Gears/Unreal just totally piss me off design-wise. I was literally angry when I played Gears of War, I didn't agree with any of the design choices except for the reload mechanic.

No offense Willem, Gears 2 was loads better than Gears, but it still sucks. Also, I saw your pic in the credits!

This has nothing to do with the current topic of who's a dick/who's not a dick, Clifford seems like a cool guy, I just can't stand his games. /tangent 
 
I can see this discussion is headed for great places so I'm out. Go play some Gratuitous Space Battles, megaman, and expand your mind. 
<- 
oh god, this newschool "please don't use sarcasm or I'll cry!?" attitude is quite limiting the amount of hilariousness and fun on this board. Or maybe I just remember it wrong. 
 
Try to be funnier. 
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