#46 posted by Kell on 2003/05/20 14:18:19
madfox has transplanted the "orb" model from q3a into quake 1. it looks kind of cool from what i have seen
Do you mean Orbb - the player model? Or something else?
 Kell
yes i mean orbb the player model.
madfox sent me a screenshot a while ago but i think i have lost it. :/
#48 posted by Kell on 2003/05/20 16:40:41
Heh, cool :)
"Your female parental unit!"
 Purpose Of The Game...
#49 posted by madfox on 2003/05/20 22:48:38
On a dark night AM4:00, as I was reading the manual of Quake1, I lost the passage -It's about the slipgate device, an enemy is using it's own to insert death squads into our camps-
Weren't it orgs, or fiends...,
Shambler must be to big..., so it has to use some kind of neutrino's.
This stunning Info_camera has changed a little,
http://www.planetquake.com/images/photo/index.asp?id=422729
 Do Electric Sheep Dream Of Computers?
#50 posted by madfox on 2003/05/22 16:06:41
But whar are "Humanoids"?
 Finally...
#51 posted by MadFox on 2003/06/03 21:24:10
Right, as the title of this topic remains...
I got 11 levels ready, but played myself so queer, I wondered if there was someone who like to have a try....the skill settings.
#52 posted by Kell on 2003/06/04 07:25:52
Um...are you asking for playtesters? If so, I suppose I'll have a go.
 .
madfox, check your email.
 Gold From Old
#54 posted by MadFox on 2003/06/04 17:00:03
I chequed the email, and found nothing.
The point is I am jamming with the progs.dat to give "ease" to The Orb, but it's still nuts.
While I'm chequing the next eleven maps, I would be glad if someone crunched the first.
The whole pack of 22 would be 11Mb in *.rar,
but by now I'm only looking for possibly doubts.
 Hmm,
#55 posted by Gilt on 2003/06/05 10:06:53
in the interest of pseudo-science, when madfox releases this SP pak, I wonder if people could create demos of their first run through of his maps? I suppose you can use cheats, as long as it doesn't affect how you navigate through the level (ex: no rjump, noclip etc). Other then that, nothing special need be done.
 I Reckon I Would
#56 posted by R.P.G. on 2003/06/05 10:54:31
But someone will need to remind me when the pack is released.
 No Problem
#57 posted by Gilt on 2003/06/05 11:05:32
 Hell Yeah
#58 posted by pushplay on 2003/06/05 17:35:30
I think you learn a lot about your map by watching someone's first run through it. Sometimes I use my brother for that.
 Your Request...
#59 posted by MadFox on 2003/06/05 19:12:07
Thanks or the big ID.
But as I've put new monsters in it that's a thing you won't see in such a first-run trailer.
I'm halve the way now, but it's queer to see all those betatesters get "blocked" before they can even start, as I just can't send them a level before getting backspammed.
Where's the sense of purpose, when you can watch a Q1SpQuest before playing it?
 Nowords...
#60 posted by MadFox on 2003/06/06 22:51:14
in reply to #57
You make me feel "gilt"y
 Oh Sorry. I Think I Got Lost In The Language.
#61 posted by Gilt on 2003/06/06 23:55:41
first off, I don't think having new monsters will be a problem. having something unfamiliar may even help.
Where's the sense of purpose, when you can watch a Q1SpQuest before playing it?
I meant that people would first play the map while recording it. Only afterwards would we take a look at the demos.
This isn't going to be a trailer, but rather I'm somewhat curious to see what goes on when someone plays a map for the first time. What are the kinds of things they notice, or don't, and how they navigate around, etc.
 Universall Crunching: Awh
#62 posted by MadFox on 2003/06/07 11:31:42
Right,language has it's "rarebits"
It is "guilty" anyway.
I've tried to let people betatesting, but for so far as I ain't got a URL or Homepage, it is a little difficult to get the levels over the net.
Played myself "queer" on the first pack of levels, and now heading for the other bunch.
Still like your ID, but you didn't mention a demo version can have a bigger size on bite-rate than the original level.bsp has?
So I just keep in dwelling in my "Orb-converter" untill all is "tight&save"
Greetz.
 Madfox
#63 posted by Scampie on 2003/06/08 01:01:46
I'd like to subscribe to your newsletter
 Cool
#64 posted by DaZ on 2003/06/08 16:37:47
 Dwarfish
#65 posted by MadFox on 2003/06/09 00:21:35
 \o/
good work, Madfox!
look at all those Q1SP maps!
Its a thing of beauty, it really is.
 Story Line?
#67 posted by MadFox on 2003/06/11 23:17:45
 LaserBeam
#68 posted by MadFox on 2003/08/18 09:36:02
Is there anyone who knows how to programm a laserbeam in Quake1?
Since it only appears in the Mission Packs,it is hidden in the progs.dat
 MadFox:
#69 posted by Wazat on 2003/08/19 13:01:37
Yea. Laser beams are the same as lightning, the model is just different. The easiest way is to just replace one of the first 2 bolt models (bolt.mdl or bolt2.mdl I think) with a laser beam model and just do the TE_LIGHTNING or TE_LIGHTNING2 call like you see with the lighting gun.
The other way makes use of Quake version 1.08's special TE_BEAM. If you can find out what number to give TE_BEAM in defs.qc, you can change the Writebyte(TE_LIGHTNING); or whatever to TE_BEAM and make a beam.mdl that's a laser. This way, you don't override one of the other lightning's. I just don't remember what number it is... (if you look at my Jeht or BestVoid mod source, you will find it: http://static.condemned.com/download.shtml ).
I appologize, I can't check it myself just now. These library comps block all useful sites, and won't open zip files. :( I'll look it up when I can though.
 BTW
#70 posted by Wazat on 2003/08/19 13:43:12
If you need help, e-mail me at static_void *at* hotmail *dot* com and I'll gladly assist you.
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