#909 posted by Trinca on 2007/07/02 22:12:26
...
man i�m 36 year old...
just that i say!
#910 posted by Trinca on 2007/07/02 22:14:12
AND I�M NOT FUCKING SPANISH
I�M PORTUGUESE
 Trinca Must Be Calm Down
#911 posted by JPL on 2007/07/03 08:18:40
 Nice Shots
#912 posted by inertia on 2007/07/04 22:57:12
The last one ( http://criss.site.voila.fr/vue/wonderfullifesunset.jpg ) interests me because it could be sourced from a single photo, or just designed completely on a computer. Makes one wonder about what our criteria are for judging abstract art... :)
#913 posted by anonymous user on 2007/07/05 05:49:05
cancel this fucking pack
 Nyet
#914 posted by HeadThump on 2007/07/05 06:47:24
 #913
#915 posted by than on 2007/07/05 13:33:11
cancel your fucking bitching. (yes, I know that was predictable)
We are just a few guys on the net making maps and code in our free time, so if we don't hit our deadlines then it's not really affecting anyone. We don't have shareholders to please and we are mapping solely for our own enjoyment - not because you or anyone else is giving us money.
As JPL has shown, we are all free to release our maps when and how we like, and the rest of us chose to put them together in a pack. We will finish it one day and you can either play it or not - I guess if you want the pack cancelled, you don't want to play the maps, so why do you even care enough to read this thread and make a post?
...oh, because this is the internet, a place where fucking idiots are able to speak their mind about shit they apparently don't even care about but for some reason feel they need to have an opinion on nonetheless.
#916 posted by Trinca on 2007/07/05 19:35:35
i�m still working on my second map... and fixing the first at same time :)
 Quoth Beta Pak
My episode 1 project is definitely going Quoth, and I have a half-finished base map that I will probably convert, too, so is it still possible to get that Quoth beta pak?
Would that even make sense at this point?
#918 posted by Trinca on 2007/07/05 20:23:28
no idear... i think deadline is still huge...
 No, I Meant
if it's adviseable to use Quoth beta for mapping. I seem to remember that some of you guys used that. And if it's usable for mapping, I'd like to know where I can get it.
I do not want to jump on the Base Pack wagon :-P
gb
 That
#920 posted by HeadThump on 2007/07/05 21:53:31
would really be up to Kell and Necros because it is their material, and I can understand as a point of professionalism that they would not want some of the less polished aspects of the pack used generaly just yet. Perhaps there are some individual things in the pack they would be willing to give there blessing to using, but that I can't say.
I don't think it is too late to join the project though if anyone wants to contribute. I know Trinca, Than and I are working on our maps this week , and Preach has been sharing some new code. We also took Metl's advice and there is an active e-mail list going on as well. So things are looking up.
 I See, But
the alternative is to wait until "Quoth2" is ready and then adjust for the changes, re-playtest etc.
It's not unlikely that Quoth2 will happen _before_ my ep. 1 thing and Ijed's ep. 3 remake. So nothing would leak before Quoth is ready.
I might e-mail Kell.
 Err
#922 posted by inertia on 2007/07/05 23:53:09
Headthump said: ...and I can understand as a point of professionalism that they would not want some of the less polished aspects...
I still don't agree with the whole idea that the development of QuothII must be up to just a couple of guys working in private who get to sit on a half-finished pack at the inconvenience of a lot of mappers. My stance isn't anything personal against Kell or Necros, but as an open source advocate I have a strong distaste for artificial limitations imposed on the func community as a result of closed-source development.
Everyone knows in-progress code is messy, there is no issue with professionalism, just completeness. Speaking of professionalism, Quoth is free, so I don't see the harm done to Kell or Necros by making the incomplete version of QuothII fully freely available.
 Arrrrrrrrrggggggghhh
#923 posted by metlslime on 2007/07/06 01:37:49
Make maps, not war!
 ^_^
#924 posted by JPL on 2007/07/06 08:10:16
metlslime is the wise man :)
 For All The Sexy Funcsters
#925 posted by HeadThump on 2007/07/07 07:47:20
New Screenies of JackBoot Primate (my base pack map).
Started out as a purely Tiddle's style Industrial/Morter design, I've added some detail using Zerst�rer bunk textures to get a heavy grunge fusion going on here:
http://mortisville.quakedev.com/primate22.jpg
This screenshot is accessible from this vantage point:
http://mortisville.quakedev.com/primate29.jpg
Some smooth shadowing for the ladies:
http://mortisville.quakedev.com/primate31.jpg
There are dead bodies up ahead (keep your eyes averted from the left hand corner beam. Ignore it. Oooh look, a health pack!)
http://mortisville.quakedev.com/primate35.jpg
 Looks . . .
#926 posted by ijed on 2007/07/07 16:33:30
Grim. And that's good.
The whole pack looks like its shaping up to be great.
 Looks
like a good place to kill monsters in. Bring on the hordes!
 Mmm...
#928 posted by johnxmas on 2007/07/08 02:37:16
Looks gorgeous!
 Thanks Everybody!
#929 posted by HeadThump on 2007/07/08 03:14:21
One thing that stands out though is I've lazily over used that riveted sheet metal texture and need to vary it up. I'll keep it where it is on that wall in the pic primate35 though. Thanks to AquiRe's lighting tool that one has a nice supersaturated almost purple-ish undertone.
 Ht
#930 posted by bambuz on 2007/07/09 17:57:23
pretty nice...
is the alignment of the brown riveted tex on purpose, so that the rivets are not always on the outside?
Like in the last shot:
http://mortisville.quakedev.com/primate35.jpg
It would almost seem that a smaller texture would fit better?
 He He
#931 posted by HeadThump on 2007/07/09 21:55:32
(keep your eyes averted from the left hand corner beam. Ignore it. Oooh look, a health pack!)
That was the part I was too lazy to fix, well too blurry eyed actually at the end of an evening of mapping to deal with at the time. The rivet texture shouldn't be on the crossbeams at all, but I also still need to work on the brushwork in that spot too so I just slopped the texture down for now.
 Two Small Quoth2 Wishes
#932 posted by golden_boy on 2007/07/13 00:09:23
Could the Quoth team consider those:
1. Missing sound when a key door is opened.
That sound is not played in vanilla Quake (bug) and Quoth1. Qdqstats (and Travail) have it. It's probably only a small fix.
2. Key drops
That is probably my #1 Quake mapping wish, to have an enforcer death-drop a keycard. No idea how hard this is to implement though.
I think at least the first one counts as a bug report.
#933 posted by metlslime on 2007/07/13 00:55:00
#1 is easily fixed. Just changing which channel the key sound plays on, as I recall.
|