 HT
#584 posted by JPL on 2007/01/22 08:48:36
I would not like people to think I try to force other people to finish their map in a "quick and dirty" way. My only concern is that no delivery date has been fixed, and with such statement, it can be postponed forever (I hope not). Saying that, I was just simply highlighting the fact that we would need to fix some date, just to drive a little bit more the project... In real life (at work for example), working without target date is somewhere not so much productive...
Anyway, I'll wait till the end of the month.. Hopefully Kell and necros will update Quoth, and then the pack will be available soon after...
 No Problem At All
#585 posted by HeadThump on 2007/01/22 09:17:23
you are right, I'll mull about the design for weeks without a kick in the butt to complete it! I believe it was Necros who reset the target for the end of January. I thought it was a good idea personaly because I always underestimate how busy my Decembers turn out to be. I think I'll send a beta out this coming weekend though. Some things I wanted to put in (you play Flash Gordan chasing Ming who stays just out of your reach throughout the level til the end) are too ambitious. Just make a normal level HT, with monsters, traps, a few goals, and secrets and be done with it already.
 Also, About The Mulling About Of Late,
#586 posted by HeadThump on 2007/01/22 09:36:37
I've come to a bit of an opinion from doing large landscapes with a multitude of buildings type of maps like this one, Ariadat and the Mortisville map, and I wanted to see what other mappers think.
As excellent as our compile tools are (with much appreciated thanks to AquiRe and Tyrann) the outdoor lighting model for Quake works best with set pieces, facades where the player approaches the staged portions from particular direction than it does with a more open design. There seems to be many shadowing artifacts that despite a lot of experimentation with settings, they can't be entirely avoided (though manually adjusted area lights can help). If there are optimal settings that take care of this I'd appreciate the knowledge, but I suspect a radiosity model is needed in open terrain design.
 Outdoor Areas
#587 posted by inertia on 2007/01/23 01:06:04
I would think that a vis problem would be encountered before a light problem, when making outdoor areas such as you describe, headthrump.
 In The Base Map
#588 posted by HeadThump on 2007/01/23 01:27:39
vising doesn't take much time. I keep the shapes pretty basic with simple designs for the buildings.
 KK.
Anyone got a copy of the quoth.def I could use? I can't find a link to it anywheres (including on the Quoth pages at Kell's site).
 Biff0r
#590 posted by than on 2007/01/23 14:03:22
if you can't find the entity def, you can just enter the entity types manually in the editor. I am too lazy to set up the fgd in Worldcraft, so that's what I have been doing :)
 Biff
#591 posted by madfox on 2007/01/23 21:47:15
ment the quothmap-sourcr or the qc?
send them both by email.
 Oops...
#592 posted by madfox on 2007/01/23 22:20:30
I aint got the quoth-qc, only the quoth update of Kell.
I sended an email to all participants of the Quoth pak.
There are the two versions of my Lost Mine map.
This for the patience of my mappings.
http://members.home.nl/gimli/base13.jpg
 Than, MadFox
Than: yeah, that's what I've been doing up until now -- had Bob and the Defender added to my map, but for some reason the Rocketeer (or monster_army_rocket) will not show up. Figured the actual .def file might have something I'm not doing.
MadFox: No, the .def file which has the information on all the special Quoth entities for the map editor. The Map Tutorial page at Kell's site is supposed to have a link to the .def file, but it does not =(
 Biff
#594 posted by than on 2007/01/24 00:58:41
what I do for placement is place an enforcer to get the right size bbox, put him where I want him, and then change the type to one of the quoth classes. When I do that (in WC btw) the bounding box shape changes to the wrong size, but at least I know it's in the right place. Are you sure you haven't put them clipping into a wall or something? I'm having no probs with enemies not showing up.
 Quoth Def.qc
#595 posted by madfox on 2007/01/24 01:03:56
biff, use the site of necros, all the def.qc are below the page.
http://necros.planetquake.gamespy.com/quoth/index.html
 NECROS ROCKS.
'Nuff said.
 So, Quoth Source
#597 posted by Lunaran on 2007/01/24 05:28:11
yes? no?
 Typically
#598 posted by necros on 2007/01/24 05:37:41
we release the source of the previous version of quoth each time. when we released quoth, we released the chapters progs. if we followed the same trend, you'd get the original quoth progs this time around.
we never released our stuff under gpl (although that remix map was GPL, which is why the source to the map was included), but seeing as how this is likely the last version of quoth, releasing the current progs would be in order.
but! i am really swamped with stuff, work, burning crusade and d3 mapping and i haven't talked to kell in ages (sorry dude, not ignoring you or anything).
the interest is just not there at the moment (speaking for myself, and i got the impression it wasn't there for kell either).
i have been watching this thread, but i couldn't find any 'nice' way of saying it...
 Interest?
#599 posted by Lunaran on 2007/01/24 05:47:38
How much is there to do? I was just imagining progs/* -> .zip -> ftp.
 .
#600 posted by necros on 2007/01/24 08:32:45
there's a lot.
 What Does That Mean?
#601 posted by than on 2007/01/24 13:47:55
Does it mean you aren't going to do any more stuff with Quoth, or you aren't going to do anything for the time being?
Just wondering because my map uses a fair bit of the current Quoth 2 content :/
Mind you, my map is also unfinished :)
 .
#602 posted by necros on 2007/01/24 21:33:54
it doesn't mean anything. :)
i was being intentionally noncommittal, since, as i said, i haven't talked to kell about it, and this is just as much his project as it is mine. i haven't seen him post here in a while, and he was pretty busy when last we palavered.
i don't have any answers to give you, sorry. at the very worst, if we decide we don't want to have anything to do with quoth anymore, i'll tidy up what is in the beta version, and bundle up the source and call it quits and you guys can do your maps and whatnot (cause i'm not a complete asshole!), there just won't be any other new stuff which we were originally planning to include but is not yet in the beta.
don't take any of what i'm saying as 100% truth though. until i can converse with kell about this stuff, it's all unofficial.
just know that we are aware that you guys have put a lot of work into your maps. i've already seen some of them, and i want them to be finished with a proper progs backing them up.
the only thing i can say with any certainty is to take your time with your maps, and work at your own pace.
#603 posted by Trinca on 2007/01/24 21:43:27
hope it doesn�t take long thks for honesty necros :)
Kell come back darling!!!
 Necros
Noone who palavers is an asshole. Its a documented fact.
Meanwhile, I'm coming terribly close to getting my map in rough order -- tweaking, detailing, and adding some stuff that I forgot to before (funny how getting caught up in the the more menial ends of a map can take your mind off what you wanted to do in the first place). Squeal.
 Status
#605 posted by JPL on 2007/01/28 12:01:08
Just before the end of the month, I'd like to have a status of each mappers, and also on Kell/necros side (Kell, you have an email !) about the Quoth update. We reached almost the end of the month, and it seems that this pack is not about to be "packed"... So what is your map status guys ?
 I've Just Set Down
#606 posted by HeadThump on 2007/01/28 18:51:04
to put another 8 to 10 hours into the map. I hope to get it to playable beta tonight.
 Status
#607 posted by than on 2007/01/29 00:58:48
NOT READY :/
I am still working on the map for a few hours every couple of days, but there is still some way to go. Noteably the final area is not yet built, and there are a couple of other areas that are much smaller but also need building. Aside from that, it's bug fixing and tweaking.
 Btw
#608 posted by inertia on 2007/01/29 01:18:49
Mine's on hiatus. I thought it would be done over winter break, but alas, that was not to happen. Good luck, guys!
|