 Shambler
#6911 posted by JPL on 2005/01/26 02:29:56
IMHO, I think inspiration is the better "engine" to create a new map, in order not to make like others did.... Using existing map, just change textures by others, just to make a fucking remake is not interesting... We want to see brand new maps here !!
PS: The only interesting remake I saw here was Vondur & CZG titled The Slipgate Duplex.... This is AFAIK the only good example...
 Shambler:
#6912 posted by czg on 2005/01/26 02:45:13
I don't like furries. You're confusing me with Friction.
(I leik teh Barney!)
 Friction
#6913 posted by pope on 2005/01/26 20:12:33
still owes me some skunky BDSM furry artwork
 Omg!
#6914 posted by necros on 2005/01/27 11:03:27
this computer only has 16mb of ram and the monitorrrr. it flickers... flickers like treeeees
aaarrgh, eyes going to explode.O_O_O_O_O
 What?
#6915 posted by bal on 2005/01/27 11:34:42
Trees don't flicker, weirdo.
 Oh But They Do.
#6916 posted by necros on 2005/01/27 11:36:50
you just have to watch very carefully.
anyway, now there is an lcd screen, so it's all better!
#6917 posted by - on 2005/01/27 15:55:17
lcd screen
more like lsd in necros' brain
 Don't You Just Love
#6918 posted by VoreLord on 2005/01/27 20:50:53
Being out of the loop for a month or so (actually I'd rather not, but.......) All the maps and stuff you got to catch up on, time consuming but fun.
 *Cough* Bal3dm5 *Cough*
#6919 posted by VoreLord on 2005/01/27 20:54:26
Hint, Hint
Pretty Please ?
 Jago
#6920 posted by VoreLord on 2005/01/27 21:24:44
Sorry, I looked through all the remaining Unreal stuff that I had, but didn't find what you were after. I looked for things named , dnudm1-5 or dmudn1-5 and Devil's Playground, Nekkid Violence, Mindless Destruction and Castle Madness as you suggested. But no luck.
Sorry I couldn't be of help
 Map Sources
#6921 posted by Vondur on 2005/01/28 00:57:40
I've released the map sources of Nastrond and Adamantine Cruelty today. Was not sure if that's news worthy, so it's here...
Have fun.
http://vondur.net
 Vorelord
#6922 posted by bal on 2005/01/28 02:53:11
Next week probably.
Vondur, r4wk!
 A New Weapon Against Clipping Bugs...
#6923 posted by Tyrann on 2005/01/28 03:37:13
I wonder why I keep getting jagged on this corner?
http://www.planetquake.com/tyrann/images/drawhull-0.jpg
Aha! _gl_drawhull 1 reveals all!
http://www.planetquake.com/tyrann/images/drawhull-1.jpg
This is something I've been working on for a while now. I needed a way to see exactly what the compiler was doing to mangle my brushes. Hopefully having this will enable me to fix a few more qbsp bugs and get on with some mapping. This should be in the next version of TyrQuake when I've worked out some of the rough edges (err, no pun intended).
 Tyrann:
#6924 posted by metlslime on 2005/01/28 04:07:47
cool! I was thinking something like that would be useful, but never got around to coding it.
 For The Comics Fans...
#6925 posted by Shallow on 2005/01/28 04:50:37
Stewart Lee interviews Alan Moore on Radio 4:
http://www.bbc.co.uk/radio4/comedy/chainreaction.shtml
(Requires evile RealPlayer thing)
 Yoink
#6926 posted by BlackDog on 2005/01/28 08:57:13
Thanks Von.
 Tyrann, That Looks Useful!
#6927 posted by necros on 2005/01/28 09:25:54
aguire has sort of the same thing, except you need to compile it with the hull visible. this looks much faster in being able to toggle it on and off during the game.
 Next Week Probably
#6928 posted by VoreLord on 2005/01/28 14:09:53
hmmmm, I want be holding my breath, as I fear next week will be a long time coming :(
But there is always hope, even if a fading hope
 Alan Moore
#6929 posted by Maj on 2005/01/28 14:45:36
..and there's a transcript here, for those who would rather rape baby foxes than install RealPlayer.
http://www.comicbookresources.com/news/newsitem.cgi?id=4737
 QuakeTerminus Competition
#6930 posted by Megazoid on 2005/01/29 10:18:16
Having a Quake 1 competition over on my site : http://quaketerminus.com
Some prizes (Original Quake 1 CD's and Q1 mod CD's)
Have a go :)
 Doom3 Vs Source Engine Comparison
#6931 posted by VoreLord on 2005/01/29 16:02:32
Pretty light reading, may be of interest to some, nothing really earth shattering, but if you got a couple of minutes spare ........
http://www.devmaster.net/articles/source-vs-doom3/
Joking aside, it's pretty obvious that for making a game the Source Engine is the obvious pick. If I wanted to make a graphics demo or even a CG movie I would probably pick the Doom 3 Engine.
 Interesting Article
#6932 posted by Kinn on 2005/01/29 16:51:09
Hehe, "Engine Comparison" :P
He spends most of the article tugging himself off over HL's art content, which I don't think is particularly engine-exclusive.
 Yeah
#6933 posted by Lunaran on 2005/01/29 17:25:50
He's talking about the content a lot more than the engine's capability of supporting said content. Doom3 could easily have 2000 poly character heads like HL2 if they wanted to be stupid about it, and so on down the line.
The animation isn't necessarily engine-related either. "They talked to a doctor who studies face muscles so their animation is better" is a pretty dumbass thing to say. Doom3's skeletal face setups aren't limited in any way - if I wanted I could bind a joint to each individual vertex and do blend shapes with the exact same results as Valve with probably still a lower memory footprint.
That's sort of what I'm actually doing right now, really. :)
 The Art Of Selling Your Tutorial
#6934 posted by VoreLord on 2005/01/29 18:01:25
Make hills and other terrain easy as pie, the terrain I make in this tutorial looks like shit though.
Way to pimp your shitz :)
well, I found it amusing for a brief moment
 Lunaran
#6935 posted by necros on 2005/01/29 18:23:40
well, i'm pretty sure HL2 has like an automated way of doing the expressions though... like sort of like you go through a list and select the expressions you want and the blending between the two in done in the game. i've never done it, but i do remember some interview talking about that.
the way you mention it in d3 sounds like it would be all manual work and you'd have to animate the expressions yourself?
so i guess hl2 does have the advantage in that the expression animations are easily useable and already included with the game.
i do agree about your general point about the article in that it's not really intelligently written though.
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