 Than
#7686 posted by Vondur on 2005/05/03 05:35:01
the best qw client is www.fuhquake.net, we played coop using it w/o probs.
tools for q3 engine
http://www.shaderlab.com/
tools for q1 engine
http://user.tninet.se/~xir870k/
 I Think
#7687 posted by Kinn on 2005/05/03 05:56:08
This is an obvious troll guys. Probably someone from D3W (we seem to have had quite a few trolls from there recently, I wonder why ^_~)
 Bleh
#7688 posted by Vondur on 2005/05/03 06:01:02
we must protect ourselves from these creatures... we must raise giant stone walls and sturdy wooden gates...
we must train best moderators to snipe these bastards on sight...
 Solution
#7689 posted by Friction on 2005/05/03 06:50:14
entities doesn't really work i think and i can't test the level i made i made an perfectly nice level and it's not working. i have counter-strike: condition zero + swat3 / I HAD HALFLIFE but deleted it from hard-drive too many MB's and more, i want anyone tell anyone bout this i want real for real stuff, like when i'm making a cubed-box and what should i do next should it be an entity that has func_block or func_wall or func_msgboard hehe' but serously i want helping instructions so i can get it to the net and stuff, i have no bsp compressor, only map. rmf. max. dxf. etc. and more of that shit.
when doing cubed-box you need that dfx. for func_rumble for rumblebox, like in wrestling you know, but only with entities, and you better get a good bsp compressor because if you don't you'll get lag and CS players will call you names, possibly in your rumblebox. also get halflife back because you need the g-man for bsp compression supervising and validation and he's a pretty good wrestler for your rumblebox too.
 Trolls...
#7690 posted by generic on 2005/05/03 06:50:15
Be careful, they regenerate rapidly but are susceptible to flame.
That's what my Monster Manual says anyways...
 Also
#7691 posted by Friction on 2005/05/03 06:50:54
rumblebox.
 Friction
#7692 posted by Kinn on 2005/05/03 07:24:27
Talks the talk.
^_~
 Friction Has
#7693 posted by Kell on 2005/05/03 07:35:26
limitlesssssssss potential......
 In All Seriousness
#7694 posted by Lunaran on 2005/05/03 08:28:14
You guys oughta just leave D3W alone. We're only inviting more of the same, and you know it's just not worth it.
Let them have their forum.
#7695 posted by - on 2005/05/03 10:34:29
I don't think that was a troll, just someone with problems. Either help or ignore guys.
 Than
#7696 posted by R.P.G. on 2005/05/03 11:16:31
Radiant 1.5 supports the Q1 .map format directly. Use that and compile with whatever qbsp, vis, and light compilers you want.
http://www.qeradiant.com/
 Von
#7697 posted by than on 2005/05/03 11:29:26
fuhquake supports more than 4 players in coop? Is there an easy way to disable all the sfx and shit? I want high res software quake appearance, which I can obtain easily with fitzquake (METLSLIME, UPDATE IT YOU BASTARD!)
#7698 posted by gibbie on 2005/05/03 12:07:49
than: try running normal quake with -listen 16. I think this changes the maxplayers to 16.
 Than
#7699 posted by bambuz on 2005/05/03 18:11:30
-Fuhquake "manual" is at fuhquake.quakeworld.nu
-You can try the gl_part_ things in console
-run with command line -no24bit
-do something to (rename?) the pak files in fuhquake/
Fuhquake doesn't have a real single player mode, it actually starts an internal zquake server and connects to it, so there's qw physics with monsters (I don't remember if the shambler rockets thing was fixed). If you want something really faithful, use zquake (fuhq's daddy), although it might not have all the latest technology.
With fuhquake you can also play qw around the world! Just get all-seeing eye to find servers. Btw just played rpgdm1 for the first time vs a friend and it rocked. Thanks to the maker and also blob who put it on his duel servers!
 Faithfulness
#7700 posted by bambuz on 2005/05/03 18:17:36
when I say zquake is faithful, I mean faithful graphically.
I don't know if there's some mod that makes qw use sp physics, or if it's even possible to have such.
 Than
DO NOT use GtkRadiant 1.5, unless you really love the taste of arse. Try it if you don't believe me... you'll see what I'm talking about very quickly, especially as you've been using proper radiant.
Try this site, it has instructions on how to set up GtkRadiant (non-arse version) for Q1 editing:
http://industri.sourceforge.net/howto.php
Note: this may not work perfectly with Gtk 1.4, as that may have some files set up differently. Ask me for help if you need it!
 1.5
#7702 posted by Zwiffle on 2005/05/03 20:00:30
Works very well for me. The only problems I have are with complex brush manipulation - GTK doesn't have a "skewer" like Hammer does, and so when I tried to convert over some of CZG's pipe-bending tutorials to GTK I never got it right, even with RPG helping me out. Other than that, I find 1.5 to be a very solid tool.
 Should Work Fine, Frib
#7703 posted by BlackDog on 2005/05/03 22:44:32
I think that's what I used to get running in 1.4.
 Zwiffle
Try holding CTRL and then skew the brush by holding down the left mouse button + moving the mouse (position the cursor near the edge you're wanting to skew).
The skew feature isn't really documented anywhere but its there, probably still works in 1.5
 WoW
#7705 posted by DaZ on 2005/05/04 03:09:23
Does anyone here play WoW on the EU servers?
Im currently a lvl 13 paladin on Aggramar server and want to get some serious shit going on.
 For Those Into Gamedesign
#7706 posted by cant map on 2005/05/04 05:29:35
 Skew In Radiant
#7707 posted by than on 2005/05/04 05:52:19
it works, but if you have a multiple brush selection or complex brushes then you usually get problems. The Wolf level I built recently is mostly built on the axis, but about a 3rd is built at 45 degrees, and another section is built at 22.5 degrees. I certainly had fun with radiant trying to keep all the brushes valid during edits. Worldcraft is great because it doesn't care about brushes being invalid, so you can keep changing the shape using vertex manipulation until it's right.
Mind you, WC constant mode changing is HORRIBLE after you have used radiant for a while. Radiant is soooo delicious once you get used to it.
What's so bad about 1.5 frib?
 Yeah
#7708 posted by Kinn on 2005/05/04 06:37:27
Worldcraft is great because it doesn't care about brushes being invalid, so you can keep changing the shape using vertex manipulation until it's right.
Oh gods yes. This is one thing I totally took for granted in Hammer. Now i'm using DoomEdit and this whole "brushes can't become invalid at any stage during vertex edits" thing is like �_�
 You Gotta Think Outside The Box, Man!
#7709 posted by than on 2005/05/04 10:28:42
It makes you think pretty damn hard about how to do stuff though. In WC, you didn't really need to think about stuff too hard, it was fairly easy to just knock up some crazy shit, but radiant is always trying to correct stuff for you - often even when the brush is not even slightly invalid.
I also found WC edge manipulation a bit nicer, as it worked well on multiple brush selections better.
However, I'll stick up for radiant again and say that both the ability to move stuff in the 3d window, and the ease of which you can drag edges without using edge or vertex edit modes (click near a brush face and drag away) are amazingly awesome. The 3 point clipper is pretty darn handy too!
 Than/Frib
#7710 posted by R.P.G. on 2005/05/04 11:49:51
The latest version of Radiant 1.5 that I've tried--which admittedly is rather old--has fixed many of the complaints I had with previous versions of 1.5. Skew is notably absent, by SPoG may have relented and added it since I got this version 6 months ago.
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