
Hipnotic 'glass'
func_togglewall, toggleable solid see-through wall (essentially 'glass' but without the lame bleeding). usually used in conjunction with func_particlefield as those do not block objects.
if you're aiming for a custom engine for your map/mod, easier to find a decent glass texture (some of the ikbase ones are decent for this, or q2 ones), and give it an alpha value for transparency.

Yeah, And...
#2244 posted by
metlslime on 2005/06/28 19:49:01
Anyone play that level from 1997? I think it was called "The Fly."

Yeah
#2245 posted by
Vondur on 2005/06/28 22:28:52
there was nice idea with gravity change...
#2246 posted by
gone on 2005/06/29 01:06:17
pox mod with water and and ladders and buttons attached to lifts and all working and it was mixed with the hipnotics I think
I fooled around with it a bit

Wait, Whoa
#2247 posted by
Kinn on 2005/06/29 01:12:58
moving water brushes that you can actually swim around in?? how is that possible in Q1?

Hhhmmm
#2248 posted by
JPL on 2005/06/29 01:36:36
I tried to made this with func_door (i.e water depth change), ... and water became solid... :( so I guess there's a special feature there... maybe in some pack mods... who knows ? BTW I didn't see it in any Q1 map... :P

Kinn:
#2249 posted by
metlslime on 2005/06/29 02:13:08
it exploits an engine bug where .watertype is not always set properly, so qc can change its value and it will stay at that wrong value.

Kinn:
#2250 posted by
metlslime on 2005/06/29 02:14:17
and, combines with v_cshift to fake the screen blend that normally accompanies water.

Crates In The Control Room?
#2251 posted by Tron on 2005/06/29 04:03:32
Phait: I am sure there is a perfectly good reason for having crates in that control room hmm? ;)

Control Room?
#2252 posted by
. on 2005/06/29 04:09:15
It's the ship's cockpit.
I took them out, actually. Still tweakin' the inside.

Metlslime
#2253 posted by
Kinn on 2005/06/29 04:27:35
omg, that sounds cool. I've always wanted to make a level that gradually floods, allowing you to swim to previously inaccesible areas.

Pox Extras Mod
#2254 posted by
gone on 2005/06/29 05:34:11
http://developer.chaoticbox.com/quake.php
scroll to 'Extras QuakeC Mod r4'
there is d/l and good doc
be warned tho, that some features are not compatible with some new engines

Man
#2255 posted by
than on 2005/06/29 10:59:11
some of the stuff pox has put into that extras pack looks pretty mental - particularly the particle systems

Kinn:
#2256 posted by
metlslime on 2005/06/29 12:58:51
yeah, that is a very cool game mechanic. Quake2 had it, but i don't really like quake2's gameplay for other reasons.

Kinn...
#2257 posted by
distrans on 2005/06/29 18:41:23
...you never played Hanz's Titanic then? ^_^

The Changing Water Level Thing Was In Duke Nukem 3d, Too
#2258 posted by
BlackDog on 2005/06/29 21:00:00
And Half Life 2. And Half Life.

Check It Out, Fellas...

Flat
#2262 posted by
. on 2005/06/30 04:58:56
Looks quite flat. Otherwise it's alright.

Entrance
#2263 posted by
. on 2005/06/30 05:51:49
Here's the entrance in the first map to my addon:
http://www.phait-accompli.com/q/s4/pre/start1.jpg
http://www.phait-accompli.com/q/s4/pre/start2.jpg
Might it need any improvement? I'm liking it, but thinking it could use something more.

Phait
#2264 posted by
JPL on 2005/06/30 06:03:22
It looks good ! Don't change anything...

Hmm
#2265 posted by
nonentity on 2005/06/30 06:16:48
The building looks cools, but the cliffs are a bit flat, how about adding some horizontal breaks, rather than just vertical ones (at the moment they just look like walls along the edge of crazy paving)

Lighting
#2266 posted by
bambuz on 2005/06/30 06:56:16
looks like a diorama, the lighting is very unnatural. :(