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Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
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HT 
I'm a bit stuck (in the sludge corridors)

he he he... so you didn't find the exit... I think you still need to explore it a little bit more ;) 
Regarding Point Entity Triggers... 
I think that ent based triggers will be all I need to stay under the limits so long as I can use most trigger types in this way... trigger_multiple, void (not so important), once, secret and hurt (again, not so important) support would be nice, but if that's not possible, then once and multiple would be the obvious choices.

By the way, do you have any plans on how the triggers will be implemented? Will we enter the min and max coordinates, or a width and height about the origin of the entity? Either way seems ok to me - I'm really looking forward to implementing them in my big map :)

Also, I think I've found a tiny bug with the monster path follow code. I think this code was modified in a previous version of Quoth so that monsters would face the right way when stopping at a path point. I've noticed that with the ogre at least, there is a barely audible high pitched noise that plays when it gets near a path_corner and continues to play whilst it is near. I'll set you up a map with this in if you can't reproduce it and don't know what the cause is. 
Than Is A Robot 
c/d 
Iirc 
the ogre is wierd in that the saw dragging sound gets played whenever it hits a path corner in the old progs. it's possible that that's interfering with the new path corner stuff. i don't really understand what you mean though, but i'll look into it for sure.

also, there's no reason not to support all trigger types as entity triggers. 
 
ELEK�s unfinished SP "Technophobia" has nice "techy" monster skins, maybe they would fit well into the pack ?

http://tertiary.planetquake.gamespy.com/
http://shub-hub.quaddicted.com/files/maps_singleplayer/techphob.zip 
Umm 
no.

I'm the first to admit I'm not the greatest skinner ever, but I can do a bit better than slapping some generic Q2 bollox onto the Q1 monsters who, frankly, don't deserve such abuse.

Also, any base map that uses Enya as an ambient sound is to be treated with caution :P 
Good One! 
ELEK did have nice sense of style, nevertheless :-) 
JPL 
I just completed the level. I'm writing up a report right this moment.

Cheers 
Also, 
Bob is better implemented in the base beta pack. He feels more like a dangerous and nasty minion instead of a boss monster in a sentry's drag as he does in standard Quoth. 
HT 
Thanks! I'm gonna check my mailbox ;) 
In Sentry's Drag? 
So that's why everyone hates the b0b. Never had a problem myself - the dodging thing isn't too difficult once you recognise the pattern.

Hm, pattern = boss. 
 
I think Bob just has too many HP for a floating drone. He shouldn't be tougher than a grunt. He's just a cheap, mass produced robot. 
 
I'd like something exactly like the flyers in Q2, that's what I meant to say. 
 
The bob drone was my least favorite of the Quoth monsters. The model just doesn't look 'Quakey' enough. 
I'd Like 
to see grunts with jetpacks. 
Bob 
I like bob now. I've put several in my basemap.

BTW, mapping for me is slowing down as my RSI seems to be coming back. I've got to take it easy now, so I'm slowing things down a bit and using my wacom to map with. 
For Golden_boy 
If you want i cyn send you the mdl and src code for q2 flyers 
Than 
Take a week off; buy a load of films or a good book to keep yourself occupied.

I've gotta stop playing my DS lite, it's giving me withered claw hands. Won the thing in a competition and now can't stop playing Advance Wars . . . dammit. 
Sorry To Hear That Than 
Back when I was obsessed with Team Fortress, my mouse clicker hand would get stressed out. I would soak it in warm water for about fifteen or so minutes between matches and that seemed to help. 
 
@ shadowtails: Thanks for the offer, but it's not necessary. Q2 flyers belong in Q2 :-) I just meant that if we had a flying drone in Q1, it should have comparable hitpoints and behaviour (i.e. go down easy and be dangerous in packs.) It should be a support unit. The Base Scrag so to speak.

@ Omus: really? The model/skin was what I liked best about him (apart from the concept.) He looks pretty "crusty." He's a bit large though.

@ Than: Sorry to hear that man. Take it easy.

After prolonged mouse usage, I tend to have pain in my upper arm. That's because I use my elbow/forearm as a pivot instead of moving the hand. :-( The perfect pointing device hasn't been made yet... 
 
Like you said, he is too large but that's not what I was on about. Quake models are no good for small intricate details which the current model has a lot of (like the aerial, spinner and high-poly cylindrical bits). If I has to sum up the problem in a word I'd say it doesn't look 'chunky' enough :P . 
Than 
the most important thing is your sitting position, the back must be held straight, and the ellbows MUST rest on the table (additionaly, I use small "towels" under each ellbow lol).

One should also take some breaks from playing/typing every 1-2 hours. 
More Advice . . . 
Is to buy a thumb track mouse, the logitech ones are good. (but for the love of god don't buy a fingertrack).

It's odd to get used to at first but much better than standard - more responsive and accurate, with the added bonus that you don't have to move anything other than your fingers / thumb.

With my previous one I'd be sat in my armchair, the mouse on my knee, nice and comfy. 
Thanks For The Advice 
I've got a wacom tablet, so am using that at the moment. I'm also using the pc less at home.

I also have a posture chair, but I don't think it's doing much good to be honest :/ 
Kell / Necros 
I have a stupid question but... I noticed that grenades hit skybox like a solid wall, I don't know if it is a bug, or something normal, but it sounds weird compared to other projectiles that disappear "in the sky".... Is it a specific bug of Quoth, or is it feature ? I tested the behaviour with FitzQuake 0.80 and aguirRe's GLQuake v1.31... If it is a bug, I guess it would be cool to resolve it ;)
BTW, what the quoth update news on your side ? 
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