#28470 posted by
Mugwump on 2016/11/30 05:24:41
And it would have to be an optional toggle
Of course, that's what I meant by "option". We should be able to switch it on/off at will.
#28471 posted by
Rick on 2016/11/30 09:06:22
Worldcraft would let you move verts around anyway you wanted. You could make an invalid brush, and if you did it was your fault. I found it pretty easy to use.
Radiant does some kind of constant checking to prevent invalid brushes, which tends to make vertex editing a pain. Sometimes to get from a to c, you have to go thru b, and if b isn't a valid brush Radiant auto-corrects. I finally had to switch to mostly clipping for odd shaped brushes.

Struggling
#28472 posted by
PRITCHARD on 2016/11/30 09:33:42
I'm trying to think of what shape you'd be trying to build if you had to temporarily make an invalid brush to do it. I'd love to read/see an example.
#28473 posted by Baker on 2016/11/30 12:28:38
You have a shape with 12 verts. You manually move each vert, one by one. Maybe when you move one, you need to move 3 more for it to be a valid vert. It's not like you need to compile the map every time you move one.
It's like pants. You are supposed to either have pants on or off.
Yet to do either, you have to put your pants on 1 leg at a time to reach that state.
If you were disallowed from ever having your pants in an invalid state, how would you get them on or off?

Vertex
#28475 posted by
mjb on 2016/11/30 13:19:09
I use Vertex mode for making angled rafters and such. I just find it quicker to do with the same effect. I never really used the 3-point clip tool (I use 2 point a ton however) and I feel like I am missing out on it. I did however discover the power of TB2's brush tool and it's incredible.
Anyone have an example of what they created with the 3-point clip tool? Also, I suppose we can move this to the TB thread if this keeps active.
#28477 posted by
Rick on 2016/11/30 19:15:38
Anytime you move one of the vertexes off the plane of a brush face (defined by 4 or more) the brush becomes invalid and when the editor "fixes" it automatically it's rarely what you actually want.
Looking down on a box (or truncated pyramid) and changing the slope of the sides by moving one vertex at a time is an example.
in JACK using the split face and triangulate options fixes most of those irregularities and allows you to have more "complex" geometry.
I've been able to get some nice rock faces using these methods.

JACK
#28479 posted by
Qmaster on 2016/11/30 22:28:00
Also supports a "rock" primitive.
yeah, but that isn't much good for cliff faces is it?

Soooo...
it looks like the lightning gun is now real ;)
https://www.youtube.com/watch?v=_fTC_Ud_k3U

Ooh, Me Wants One For Xmas!
#28482 posted by
Mugwump on 2016/12/02 04:22:01

Not Sure About That
Seems like it would be more of a pain to setup than the Omni because you have to have something dangle from the ceiling.
https://www.youtube.com/user/VirtuixOmni/videos
#28485 posted by
Kinn on 2016/12/02 21:40:28
Not to mention that it looks super likely that you'll trip up and fall over, trashing it within a few minutes of using it.

QUAKE
#28488 posted by
Shambler on 2016/12/03 13:18:50
Big up Gotshun and all the RetroJam5 entrants for injecting some fresh new / old Quake into the system recently. I've really enjoyed the simplicity of semi-vanilla Quake without having to dick around with multiple mods, specific engines, shit pixellated .rc files and stuff, and get on and just smash monsters and hunt for secrets.
Keep it going guys.
#28491 posted by
muk on 2016/12/05 02:04:14
This might be born from my ignorance of QuakeC and coding in genral but, I had an idea. Mind you, I've never done any coding or programming, unless you count batch scripts(which no one does).
Demos stop recording upon death. Thatll likely always be the case. BUT, is it possible to allow the "record" cvar to accept some sort of variable to make sequential demo files?
for example - "record %mapname%"
whenever you use that bind or command it saves it as the mapname+the next number in sequence. (ie ad_necrokeep01, ad_necrokeep02...)
The idea is for something to combine with ones "Load Quicksave" bind to allow for single button save loading and recording of a demo.
again,Ive no experience in coding, so this idea might be a little ignorant.
hell something on this order might already be possible?

Quake Wiki
#28492 posted by
madfox on 2016/12/05 03:49:20
my first guess..,
Demo_tools
It's not specific, but I remember there being a smart demo editor,
can't come up with a name.
#28493 posted by
muk on 2016/12/05 03:52:09
Bloughsburgh linked me
http://web.comhem.se/bjp/convdem.zip on twitter. Might be what youre thinking of.
Most of those just combine demos into one file. Theyd be useful after using my idea, tho.

And
#28494 posted by
madfox on 2016/12/05 04:00:17
if you're serious about it, I have this small compiling program, release 2003.
dem2mpg is a converter that reads quake demo's and turns them into mpg. Delte the last
.gz and unrar the tar file.