Search found 192 matches
- Wed Sep 30, 2009 10:11 pm
- Forum: ID Tech
- Topic: Items or entities that could be created
- Replies: 21
- Views: 7803
Re: Items or entities that could be created
You might want to describe a little more about what makes your mod different though, scripting may be used more in one type of map than others. I can see it being used in a limited extent on a CTF or something but not so much on a DM. It wont be especially different to anything, it's the more polis...
- Tue Sep 29, 2009 8:18 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3212572
Re: Screenshots
I'd suggest a higher resolution electricity effect, it's not of the same quality as the rest of the scene.
- Tue Sep 29, 2009 7:57 pm
- Forum: ID Tech
- Topic: Items or entities that could be created
- Replies: 21
- Views: 7803
Re: Items or entities that could be created
Good stuff so far, keep going. =)
AEon: ideas for a project I'm involved in.
Anything more subtle? Something I've always thought would add options for mappers is a half-mega item that adds +50 health and can take you over 100.
AEon: ideas for a project I'm involved in.
Anything more subtle? Something I've always thought would add options for mappers is a half-mega item that adds +50 health and can take you over 100.
- Tue Sep 29, 2009 3:42 pm
- Forum: ID Tech
- Topic: Items or entities that could be created
- Replies: 21
- Views: 7803
Items or entities that could be created
Are there any in game items or entity types missing from Quake 3 that you think should be added? I'm mainly interested in gameplay but technical ideas would also be interesting to hear.
- Sun Sep 13, 2009 1:04 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3212572
Re: Screenshots
Your map looks amazing as one would expect of a hipshot map. :P One suggestion- the square bounce pad looks rather jarringly out of place and less subtle than the rest of the map's style.
- Mon Sep 07, 2009 5:25 pm
- Forum: ID Tech
- Topic: Controlling radiosity bounces saved to lightmap
- Replies: 3
- Views: 1811
Controlling radiosity bounces saved to lightmap
Does anyone know if it's possible to do a light map compile with bounce and save only the light map data for light bounces after the first with q3map2?
- Tue May 05, 2009 9:30 pm
- Forum: ID Tech
- Topic: Back from the dead.
- Replies: 48
- Views: 29182
Re: Back from the dead.
Hey hubster, long time no see. =)
- Wed Mar 18, 2009 1:47 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3212572
Re: Screenshots
That looks good but I'd question the gameplay of excessively deeply indented walls like that. It's really bad for rockets, grenades and judging knockback. It also tends to mean giant invisible clips that prevent you fitting into gaps you should be able to, further worsening the problems I listed.
- Tue Mar 17, 2009 10:29 pm
- Forum: The Void
- Topic: The a13n discussion (split from thread in LEM)
- Replies: 74
- Views: 20434
Re: Crescent - Public Beta
a13n people have been unaccountably polite towards you. You're wasting people's time with your inane posts. Piss off.
- Thu Mar 12, 2009 6:06 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3212572
Re: Screenshots
Very atmospheric $Null, one minor crit- in the 2nd from last shot the scale of the cobbles(?) looks a little larger than it'd be realistically. Otherwise very good, looks like it's for a noir-ish modern RPG.
- Tue Mar 10, 2009 4:01 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Q3A texture pack (GPL)
- Replies: 42
- Views: 29831
Re: Q3A texture pack (GPL)
I found it a little odd that you seemed to attack the PMX project while being involved in your own OpenArena project, calling it a clone while yourself producing a clone. The only implication that seemed to make sense is that you think we should be working on OpenArena as well; as we're using differ...
- Tue Mar 10, 2009 2:09 am
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Q3A texture pack (GPL)
- Replies: 42
- Views: 29831
Re: Q3A texture pack (GPL)
Ah, so this explains your bolshy comment before. The textures look pretty good, although leilol and misanthropia are correct, you cannot reuse id's shaders and you do need to list where the textures came from, if I were in leilol's position I'd have said the same things.
- Mon Mar 09, 2009 5:28 pm
- Forum: ID Tech
- Topic: Map won't compile :(
- Replies: 12
- Views: 4733
Re: Map won't compile :(
Isn't it easiest to upload the map file so we can see?
- Mon Mar 09, 2009 5:07 pm
- Forum: ID Tech
- Topic: Uniform lightmap scale on all brushes?
- Replies: 22
- Views: 12653
Re: Uniform lightmap scale on all brushes?
Grid size is a very different kettle of fish cutting the bsp for vis purposes (_blocksize which is best set to 0 0 0 and manual cuts made to giant leafs), I vaguely remember the switch you're talking about which makes the hints(?) also cut geometry as they did for Quake 2. This really would be an ex...
- Tue Mar 03, 2009 6:36 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3212572
Re: Screenshots
You ridiculously talented bastard you Hipshot. =) Looks great. There are far too few DM levels that use colours or even explore a more subtle colour palette at all.
- Tue Mar 03, 2009 6:28 pm
- Forum: ID Tech
- Topic: Uniform lightmap scale on all brushes?
- Replies: 22
- Views: 12653
Re: Uniform lightmap scale on all brushes?
There are two approaches as far as I'm aware to this issue. The problem you're encountering is that Quake 3 lightmaps are made of 128 by 128 textures, all stitched together. As I understand it a single brush face can only be on one lightmap texture, not spread across multiple textures, this means th...
- Sat Feb 21, 2009 4:50 pm
- Forum: ID Tech
- Topic: Reverse push?
- Replies: 16
- Views: 4001
Re: Reverse push?
"As player falls, hits trigger, caulk brush crashes down pushing the player down."
This wont leave you with any extra velocity after it's finished pushing you.
This wont leave you with any extra velocity after it's finished pushing you.
- Sat Feb 21, 2009 1:32 am
- Forum: ID Tech
- Topic: School BETA
- Replies: 22
- Views: 11474
Re: School BETA
Fun map to move around in and the theme's cool and done well. One crit would be that you should try being far more careful with player clip around the map edges. It suffers from a lot of invisible walls, try to make it more visually logical that your path is blocked rather than cutting off areas tha...
- Tue Feb 17, 2009 6:13 pm
- Forum: ID Tech
- Topic: Looking for texture artists for the PMX project
- Replies: 29
- Views: 10398
Re: Looking for texture artists for the PMX project
What users prefer is entirely subjective. I don't think it's unjustified to say a design that's carefully considered after a decade of play could improve upon id's original. id's designers hadn't had that time to play the game and most of them can't strafe jump nor aim beyond a beginner level. Regar...
- Tue Feb 17, 2009 3:20 am
- Forum: ID Tech
- Topic: Looking for texture artists for the PMX project
- Replies: 29
- Views: 10398
Re: Looking for texture artists for the PMX project
It isn't going to be significantly different, it's the next iteration so we're attempting to further improve the refinement and add some new movement ideas, improve the balance and change the weapon set a little. Basically doing what CPMA does better. To a non-player it would seem very similar, to a...
- Tue Feb 17, 2009 1:46 am
- Forum: ID Tech
- Topic: Looking for texture artists for the PMX project
- Replies: 29
- Views: 10398
Re: Looking for texture artists for the PMX project
It's certainly a fairly specific target audience, which we would like to grow. We have a niche that we're good at and that games companies aren't serving, it makes no sense to attempt to move outside that niche and compete with the industry and what many other mod teams are doing.
- Mon Feb 16, 2009 7:33 pm
- Forum: ID Tech
- Topic: Looking for texture artists for the PMX project
- Replies: 29
- Views: 10398
Re: Looking for texture artists for the PMX project
o'dium you don't have the faintest idea what you're talking about. This is going off topic in any case. If you're not interested in the project or disagree with its aims that's your prerogative.
- Mon Feb 16, 2009 6:54 pm
- Forum: ID Tech
- Topic: Looking for texture artists for the PMX project
- Replies: 29
- Views: 10398
Re: Looking for texture artists for the PMX project
Clones are copies made without understanding, what we make is better than id's design. That will sound very arrogant but it's justifiable- id haven't had the time to understand the gameplay in as much depth, their gameplay is less well balanced than our designs (see the gradual increase in interest ...
- Mon Feb 16, 2009 1:14 am
- Forum: ID Tech
- Topic: Looking for texture artists for the PMX project
- Replies: 29
- Views: 10398
Re: Looking for texture artists for the PMX project
The real intention is to make a freely distributable first person gaming platform that caters to fast-paced DM play as the games companies no longer seem interested or (UT3) capable of designing them. We're also building it as an experimental and mod platform for people who want to do so to build ne...
- Sun Feb 15, 2009 9:51 pm
- Forum: ID Tech
- Topic: Looking for texture artists for the PMX project
- Replies: 29
- Views: 10398
Looking for texture artists for the PMX project
Hey all, we're looking for good texturers comfortable with making normal and specular mapped textures for a new game based on the CPM gameplay using standalone assets. The setting is a range of future urban and rural designs for fast, competitive gameplay but pushing the visual side in ways that wor...