 Stream Time
#416 posted by Breezeep_ on 2015/08/14 22:08:54
#417 posted by Rick on 2015/08/14 22:38:13
Your levels changelevel trigger should go to "start"! Important!
Glad you cleared that up. I thought I was going to have to ask. Wait. I have to write a readme file?
(currently up to 1108 brushes, 10 monsters, and down to only 6 CutNodePortals_r warnings)
#418 posted by ma†echa on 2015/08/14 23:23:38
Added some new stuff, hopefully I can make this map at least vaguely worth checking out! haha :)
http://i.imgur.com/L9s3yce.jpg
http://i.imgur.com/sldsDET.jpg
 Nice Torches Matecha
#419 posted by ShoTro on 2015/08/15 00:26:40
My map is on the harder end of things right now. Not enough ammo, not enough health, and I still have to include the enemy spawns/teleports... :-p One day left!
 An Important Lesson Was Learned This Day
Back up your data, then back it up some more.
My external drive has failed. Not just this map, but tons of personal work is now lost.
I know most of you are probably more experienced than I am with this stuff, but in case you're not, IT CAN HAPPEN TO YOU, so even now if you haven't yet, make copies of your maps and files and put them on another drive. There is still time for things to go very wrong.
I'll see if some kind of recovery can be done, but this looks like the end.
The bright side is I learned what I wanted to learn from this jam and I'm already working on another map during lunch hour at work (and backing that one up properly).
Looks like I won't be submitting this time though. Still can't wait to play the finished pack!
#421 posted by JneeraZ on 2015/08/15 01:58:11
Hard drives fail. All brands. Back up your data, ffs.
 Dropbox Master Race
#422 posted by Breezeep_ on 2015/08/15 02:08:52
#423 posted by ma†echa on 2015/08/15 02:52:52
NSAcloud rebranded as [cloud storage service name] :)
 Sorry To Hear That Hal :(
#424 posted by DaZ on 2015/08/15 03:42:21
That really sucks :( It's a horrible feeling when you lose files like that. It happened one time to me and I've always kept hard copy and online storage backups since then. Never again!
Still, I am glad you are continuing with the mappery! Even if you can't submit for this jam, there are always jams happening!
 Google Drive
#425 posted by adib on 2015/08/15 04:01:45
cause my life is an open book to be spied away.
#426 posted by adib on 2015/08/15 06:52:04
#427 posted by adib on 2015/08/15 07:09:49
 Adib
#428 posted by necros on 2015/08/15 08:41:30
i love those angles and the cramped city feel!
#429 posted by ptoing on 2015/08/15 10:52:22
Nice lighting too.
#430 posted by JneeraZ on 2015/08/15 12:53:58
Yeah, nice stuff adib! Looking very Quakey...
 @adib
Mate, that lighting and colour is superb.
#432 posted by Rick on 2015/08/15 22:44:31
Water Alpha will be set to "1" for this jam! (Not transparent)
This will be the only forced setting, right?
#433 posted by necros on 2015/08/15 23:14:21
fyi: this can still be worked around. if you want transparent water, make a water brush out of *waterskip.
then, on the surface, make a 1 pixel high func_illusionary brush. On the sides, apply *skip (or *waterskip, it doesn't matter).
On the top and bottom, apply your *water texture.
set 'alpha' to the desired setting on the func_illusionary.
#434 posted by - on 2015/08/15 23:22:36
Note that only works on engines that support the alpha key on brushmodels! Quakespasm and FitzMarkV will use the alpha you set, but there are a bunch of engines which will not.
 Necros
#435 posted by ptoing on 2015/08/15 23:32:16
I take it that does not work in all engines. At least it does not seem to work for me in QS.
#436 posted by Rick on 2015/08/15 23:36:06
That's not what I meant. It sounds like r_wateralpha is going to be set in a .rc file. I just want to know if anything else will be set. Players can always override r_wateralpha in the console after the map loads, so it's almost pointless. I might make the lava only 16 units deep anyway.
I wonder if the new surface light works if the offset is below the floor?
#437 posted by ptoing on 2015/08/15 23:45:55
It works below liquid surfaces now, as lights always have. You just have to set the surface offset or what the value is called to a negative number. If it is below the floor, as in inside actual brush geo, then I don't see a way of it working.
 Wateralpha
#438 posted by DaZ on 2015/08/15 23:46:14
is the only thing set in the .rc correct
#439 posted by Rick on 2015/08/15 23:53:33
Wateralpha is the only thing set in the .rc correct
Good. I played a pak once that set gl texturemode to some pixelated crap and it really annoyed me.
 Well...
#440 posted by necros on 2015/08/16 00:00:28
fitzquake, quakespasm, MarkV, Darkplaces, Super8, FTE...
.alpha is probably the most widely available engine extension.
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