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Amputation? 
 
Mi!ke 
You must have played the version from the turtlemap pack then. There's a standalone version where that crash bug is fixed. It was caused by a rogue brushless door entity and often occured when using grenades in the rat room.
Why I used an awkwardly clipping trigger instead of making the rat a func_button is beyond me.

Shame about the lighting and grindy gameplay in teh map, but then again, not bad for one week (including the loss and subsequent rebuilding of 1/3 of the map after an editor save mishap). 
Negke 
Although the crash surprised me, it did not spoil my enjoyment of the map. Well done.

Mugwump:
Once upon a time, in a world far away, Neg!ke was playing with scissors. Now we all get taught at school never to run with scissors in your hand but Neg!ke would not listen; he thought he knew better than his teacher. Well, guess what; he didn't.

He ran with scissors, fell over and Neg!ke became Negke. 
D'oh 
The exclamation mark, of course! I thought you might be talking about a real amputation. That would've sucked.

Nice story BTW. Some others make a living out of Running With Scissors. 
Spamalot 
It would seem spammers are on a roll today... 
Just Played... 
...Hangover Devastation by Ankh.

Good monster placement, and nice architecture. Liked it. 
Deathmatch Classic's Unusable Leftovers Of 3WaveCTF Has Been Recreated 
 
Ha ha holy crap.

I do really want to poke around in those maps. I lived in the original 3wctf maps for a while back in the day. 
 
I've been looking into DMC only recently. It has very interesting Quake weapon remakes. The designs are closer to the later titles such as UT or even Quake's own sequels, but still very good. 
 
DMC's weapons ported to Quake when? 
Complaining About The Weather ... 
Who would thought talking about weather effects would induce Spike to patch up Quakespasm to do this:

Sparkles: https://www.youtube.com/watch?v=9TWUVe2_T3c

Crazy. 
Looks Pretty Cool, But... 
I can only hope that the community uses these newfound powers with great care and responsibility...
or we DarkPlaces now, bois

All jokes aside, it's pretty cool to see stuff like that. I can't say I'm a fan of any of the particles in the videos here or in the other thread, but that doesn't mean that the tools can't be used to make some great stuff. 
 
A particle-based waterfall effect will be very good for quake.

Waterfalls in quake have so far looked shite. 
I Don't Want To Look A Gift Horse In The Mouth, But: 
is there any possibility that these can retain the original particle aesthetic?

each individual pixel bigger with less of them? 
 
The problem with many advanced features is them being used by people with insufficient experience. Default particle effects in advanced ports is a good example - they look weak at best. I think Nehahra (of all engines) got the least offensive bullet puff particles.

DMC's weapons ported to Quake when?

I'm surprised I haven't seen this being done yet. Maybe it's the style differences. 
Just The Documentation, Sir! 
The particles sizes and quantities can be set, everything needed for fine-tuning is available.

I'm just documenting, not attempting to do fine-tuning --- that's on mappers. I'm not an artist.

I hope at some point, someone with a more artist eye makes some higher quality examples. 
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