News | Forum | People | FAQ | Links | Search | Register | Log in
Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
First | Previous | Next | Last
Mail Sent 
 
Kell 
Thanks for MadFox :) 
 
my map is also finish need just some small fixes! 
Great! 
let's jabber this quoth(ing). 
But... 
my map is rather ladder depended.

Does quoth support func_ladder? 
not in the current build

been pretty busy lately, and haven't really had much chance to work on the progs either... shoot me now :\ 
Append: 
but i should have mentioned that ladders are planned to be included. i just need to find a nice way to do them. 
 
Madfox doesn�t your progs.dat have the func_ladder working perfectaly? if so why dont sent to necros mail the code? 
 
OK GUYS I'M HOME FROM SCHOOL TIME TO GET MAPPIN'

what is the latest status on what qc features will be in our little pak? 
Trinca, 
I'm having some e-mail related trouble and my e-mails to you are only coming back. Meh apologies.

I've played the 2nd Beta twice now, and I only have a few recommendations to add; some of the longer corridors are a bit more curvy than what the texture materials suggest they should be, and there is a problem with the big lift down where creatures get under the lift as it is coming down and they force it up before you can jump off. 
As Mentioned Before... 
the quoth.progs would be updated with a func_ladder too.(maybe)

I've been working a little by myself extracting it from the proxys.qc but although I may get it work on a clean qc-file,
this doesn't intend it will with the Quoth.qc 
What's So Special About A Func_ladder Anyway 
since you could also simply use 1 unit stairs/clips? 
Probably Some Semblance Of Ladder-like Movement? 
ie not rocketing skyward 
Neg!ke 
Since you're the one with the urge to leave I'll try to explain...

you're option is almost right though the minimum size is 4.
And as I have rather large heights it would make the verticals too max.

func_ladders use the jump function in some enhanced manner and are not so easy to integrate in the qc because they depend on other, like client.qc and players.qc

In my map I would have to make the vertical size to big as they are in mineshafts rather small.

Are you still there... 
Also... 
the 1 unit wide step method makes it virtually impossible to move back down the ladder (or more to the point, makes it very easy to move down, just not in a controlled non-falling manner) 
But 
Who seriously climbs down ladders that aren't too high to kill the player when jumping off? 
Scrags 
 
Necros, 
Do you plan to add trees to the pack? I remember some mention of trees. I could use some.

One way to implement trees would be to add a random seeder to a model_tree and each frame of the mdl could represent a different branch course. If it is a bit much at this stage, no problem man; I'll make rocks instead of trees. 
 
necros i made some more changes in my map so i will sent u another version soon!!!

did u get my email about monsters size? i�m making a quoth.Qkr file for Quark 
Back From Holidays... 
.. so I'm ready to send my map for "packing" step... Just let us know, who and when to send the stuff... 
A Base Pack Of Good Wishes... 
I have a map, but I just finished deleting the HOM's and that's really sticky. But the gameplay and texturing is far from standard.
If there is someone for betatesting?

Trinca, you've got mail. 
 
yes but my life is not easy at the moment :( fucking to much fucking work :( i play this weekend i promiss!!! 
MadFox 
Please send.. I'll take a look.. 
Cool 
I placed the file on the net so if you want to beta test it just let me know. 
MadFox 
I downloaded it. I'll come to you later by email when tested ;) 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.