It's very interesting to see colored lighting in basically every entry given how Jam 1 was 99% white, 1% very subtle yellow.
#217 posted by JneeraZ on 2015/08/03 21:10:28
Well, now that we have surface lights, it's a whole new world.
 Yeah
It's mad how far the tools have advanced in just one year.
 Ionous Live Creation Is Epic !
#219 posted by Barnak on 2015/08/03 21:17:39
I'm often watching (or should I say listening) ionous's show.
Can't wait to play his map !
The show is epic, dude !
Was funny to ear the dog barfing (or was it a fiend ?)
#220 posted by Rick on 2015/08/03 21:39:19
I think that colored lighting enhances Quake greatly. However, I also think it's too easy to get carried away.
Unless there is an obvious reason it seems a good idea to avoid highly saturated colors. To me it looks much better when its not all that obvious.
Most of the lighting colors I've been using have RGB values in the upper 200-255 range, except of course for lava, yellow lights, torches and flames, etc.
#221 posted by kaffikopp on 2015/08/03 21:59:36
Are the textures in the included wads lifted from various other wads? If so, which ones? There's some textures in the lavacity wad I'm really liking and it would be great if there are more of a similar style available.
 Yes
#222 posted by DaZ on 2015/08/03 22:12:47
The lavacity1.wad was compiled by Sock from all over the place. I know there are some Daikatana textures in there, and some Knave.wad textures as well.
The other wad was compiled by myself and also contains some Knave.wad textures, Rune.wad textures, and some from Hexen 2 if I remember correctly.
Now that Quaddicted is back up, you can browse the amazing texture wad repository over there https://www.quaddicted.com/files/wads/
#223 posted by Rick on 2015/08/03 22:17:23
I think it's mostly Daikatana textures, DktE3.wad mainly.
#224 posted by kaffikopp on 2015/08/03 22:23:35
Daikatana is what I was looking for, cheers.
 Q2dm6
#225 posted by Tamarisk on 2015/08/03 22:25:32
Guys, don't forget this wonderful Q2 level. Would be nice to see some features from that included.
The floor panels that drop away as you rush to get the BGF for example.
 Re Q2dm6
#226 posted by Tamarisk on 2015/08/03 22:26:48
Of course I meant the BFG.
And since I am posting again, the area with the big spinning wheel surrounded by lava is great.
 Is Ionous Broadcast
#227 posted by adib on 2015/08/04 00:24:14
recorded somewhere? I'm always at work.
#228 posted by Breezeep_ on 2015/08/04 00:43:33
 Stuff
I think I would've made it in time, an extension now means that the more experienced mappers will have more time to make their maps even further out of reach in terms of quality. It is true though that I've struggled. I forgot about the imprecision of rotation, and I had things in mind to rotate and had to redraw them. I've never released a map before, only dabbled in 3D map design over the years. Because Quake is so primitive (Though I love that) even a 45 degree angled door needs both its angle AND lip changing. There are lots of bizarre things that you just wouldn't expect. Contrarily, I didn't realise Quake had some awesome stuff such as: trigger relays (sweet!), alsorts of other triggers, monster jumping, windtunnels also push grenades!, arbitrarily complex func_train, func_plat, func_door etc. I can do a lot more in terms of mechanics than I thought was possible. I reckon someone could make a soft processor using the trigs as gates. trigger_counter is an and-gate.
@WarrenM I think the popularity is due to Daz broadcasting it on his youtube channel. I never know when the Jams start - I only ever see Daz reviewing them.
#230 posted by necros on 2015/08/04 04:20:51
I think we underestimate the size of the quake community due to it just not being visible on this here board.
 FLOYD LIVES
#231 posted by - on 2015/08/04 07:00:28
get hype.
 @unbirthday
#232 posted by ShoTro on 2015/08/04 11:56:46
I have always checked in and found that the jams were over already.I wish I knew about them sooner. Just knowing that one started via Daz's youtube channel was the only reason why I am working on a map.
#233 posted by JneeraZ on 2015/08/04 12:10:58
"an extension now means that the more experienced mappers will have more time to make their maps even further out of reach in terms of quality."
Yeah but, again, don't let that discourage you. There aren't any prizes, there's no judging ... it's all for fun. I won't have the best map in the jam but that's not my goal here. My goals are personal and the jam is a good vehicle for them.
 Maxlights
I'm getting totallights == MAXLIGHTS on light.exe :( I'm using tyrutils-ericw. I'm guessing it's because I've got a huge lake of lava with surface lights and _sunlight2 set. Is there a way around this? I don't think having a separate lava with the same renamed texture will work, as they will be seen as different by the engine and not align. What is the default MAXLIGHTS constant set to?
#235 posted by JneeraZ on 2015/08/04 16:29:01
Why is there even a MAXLIGHTS to begin with? I mean, I know it's legacy, but it sounds entirely arbitrary and should be removed.
#236 posted by - on 2015/08/04 16:37:12
#237 posted by - on 2015/08/04 16:38:41
it's not arbitrary, it's a 16bit unsigned int
#238 posted by JneeraZ on 2015/08/04 16:44:15
Wrong word maybe. Point is, limits suck and aren't needed these days. :)
 Platforms Am I Right?
#239 posted by ShoTro on 2015/08/04 17:10:55
OK, I am trying to get a platform to start from the top of a location then move down to the bottom. I have set the direction up and down with travel values, but all that happens is that the platform travels up to the location I have set, instead of down to the location I have set.
Negative values blow the map up, so I can't seem to get it to function as expected. Help? (Someone is going to chime in with a simple fix, but this is driving me nuts far more then teleporting monsters into the level so far)
Holy turd! That's a lot of lights. I had _deviance on the surface light too - turning it off has made it work, but I was relying on deviance to smooth out the ugly discrete mess you get when lights are too far away. I'm guessing deviance splits each light into separate lights that add onto the totalights variable.
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