News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
Shambler 
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: 
I don't like furries. You're confusing me with Friction.

(I leik teh Barney!) 
Friction 
still owes me some skunky BDSM furry artwork 
Omg! 
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? 
Trees don't flicker, weirdo. 
Oh But They Do. 
you just have to watch very carefully.
anyway, now there is an lcd screen, so it's all better! 
 
lcd screen
more like lsd in necros' brain 
Don't You Just Love 
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* 
Hint, Hint

Pretty Please ? 
Jago 
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 
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 
Next week probably.

Vondur, r4wk! 
A New Weapon Against Clipping Bugs... 
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: 
cool! I was thinking something like that would be useful, but never got around to coding it. 
For The Comics Fans... 
Stewart Lee interviews Alan Moore on Radio 4:

http://www.bbc.co.uk/radio4/comedy/chainreaction.shtml

(Requires evile RealPlayer thing) 
Yoink 
Thanks Von. 
Tyrann, That Looks Useful! 
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 
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 
..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 
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 
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 
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 
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 
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 
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. 
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.