Search found 69 matches
- Tue Sep 08, 2015 1:50 pm
- Forum: ID Tech
- Topic: q3map compiler error
- Replies: 6
- Views: 5310
Re: q3map compiler error
I had similar errors even on Windows 7 after migration from XP. It does not like spaces in the path names. Try to reinstall/move game and Radiant to folder without spaces in folder names (e.g. C:\QuakeDev\ or similar)... You must also edit configuration of your Radiant and compiler settings to rece...
- Sat Sep 05, 2015 6:08 pm
- Forum: ID Tech
- Topic: q3map compiler error
- Replies: 6
- Views: 5310
q3map compiler error
Hi, first of all, since I switched to laptop on win 8.1, then win 10, I am unable to compile my map properly there's some path's issue, but I dont know why and where to fix it, I am using q3map2toolz with q3map2_fs_20g compiler it all worked fine on win xp and win 7 before, so when I launch compiler...
- Sat Jul 25, 2015 2:51 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160117
Re: Screenshots
Gateway test @ Good ol´Sock´s :) Oh my, I just remember my own super futuristic gates I've been working on for some fancy map for a Stargates style. They were big, half glassy with 3 layers, triggering opening was just awesome process, all the details I put into it, all the sound effects synchroniz...
- Sun May 24, 2015 9:49 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160117
Re: Screenshots
Camel, Holy shit, that is one epic map. It's hard to believe that it's an engine from 1999 running all that. I've been playing a lot of Battlefield 4 and even their maps aren't as interactive. I really really like the elevator and the doors that can be activated manually. I wonder what kind of game...
- Thu Jan 15, 2015 8:05 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160117
Re: Screenshots
Nice BUT seems too bright! I did tested few brightning levels, gamma 1.40 seems best for it, even without gamma parameter on light compiling, the map is bright enough, but nasty black spots appear camel, absolutely amazing work there. Looking at the screenshots, also watched the video on YT, one is...
- Thu Jan 15, 2015 4:38 am
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160117
Re: Screenshots
Stargate Command Center SGC Work in Progress: [lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0211.jpg[/lvlshot] [lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0212.jpg[/lvlshot] [lvlshot]http://i447.photobucket.com/albums/qq196/camel-xp/shot0213.jpg[/lvlshot] [lvlshot...
- Mon Dec 22, 2014 7:50 am
- Forum: ID Tech
- Topic: My animmap do not work
- Replies: 5
- Views: 4533
Re: My animmap do not work
textures/newmap/mj_tporter { qer_editorimage textures/newmap/mj_tp01.tga q3map_lightimage textures/newmap/mj_tp01.tga surfaceparm trans surfaceparm nomarks surfaceparm nolightmap { animMap 8 textures/newmap/mj_tp01.tga textures/newmap/mj_tp02.tga textures/newmap/mj_tp03.tga textures/newmap/mj_tp04....
- Wed Dec 17, 2014 8:51 am
- Forum: ID Tech
- Topic: Q3SG1abc FINAL RELEASE
- Replies: 7
- Views: 7052
Re: Q3SG1abc FINAL RELEASE
I see, maybe when you release your own mod for Stargate project, it will be better to handle bots with unlinked teleports I think they will act the same way as in vanilla q3, with one difference, they would definitely go thru stargate teleporer an much easier and smoother, but even if teleport woul...
- Mon Dec 15, 2014 7:04 pm
- Forum: ID Tech
- Topic: Q3SG1abc FINAL RELEASE
- Replies: 7
- Views: 7052
Re: Q3SG1abc FINAL RELEASE
you have to set com_hunkmegs at least to 256 or larger and com_soundmegs/com_zoneMegs to 128 search for autoconfig, q3config and change those values also it is important to set those in .bat file with +set if that not solve the problem, you will need to launch your own local server by the .bat file ...
- Mon Dec 08, 2014 11:53 pm
- Forum: Programming Discussion
- Topic: Trigger_teleport toggle on/off or Movable?
- Replies: 7
- Views: 6301
Re: Trigger_teleport toggle on/off or Movable?
Your MOD fulfill all the criteria my stargate map needs, teleport on/off, doors being muted/toggle stay on their position and I even manage to finish up toggle on/off looped sound :) Now I need to extract all these functions that I need and copy/paste them to vanilla q3 mod as I want my maps to be p...
- Mon Dec 08, 2014 5:09 pm
- Forum: Programming Discussion
- Topic: Trigger_teleport toggle on/off or Movable?
- Replies: 7
- Views: 6301
Re: Trigger_teleport toggle on/off or Movable?
Ok I've tested your MOD functions All is working very well basically, your MOD have everything that I need for my Stargate map too bad you goes the way where multiplayer is not supported anymore, thats why with your permission I would like to copy your functions to my own MOD which basically will be...
- Sun Dec 07, 2014 11:05 pm
- Forum: Programming Discussion
- Topic: Trigger_teleport toggle on/off or Movable?
- Replies: 7
- Views: 6301
Re: Trigger_teleport toggle on/off or Movable?
D-Meat, that is what I am trying to do so, write my own mod, it has to work with vanilla q3 and not as a standalone executable like Urt, to make such on/off is way more simple in saying that then actually doing it to work, I am still on very basic level of c++ coding for quake3arena source. Also suc...
- Sun Dec 07, 2014 3:18 pm
- Forum: Programming Discussion
- Topic: Trigger_teleport toggle on/off or Movable?
- Replies: 7
- Views: 6301
Trigger_teleport toggle on/off or Movable?
Hi, I am wonder, is it possible to make Trigger_teleport toggle on/off or Movable? My point is to either make it able to be triggerable by other entity ex: func_delay so it could be on or off on the map, or at least trigger it to move away same as func_door function does. is it possible to write suc...
- Fri Nov 21, 2014 6:15 pm
- Forum: ID Tech
- Topic: Strange shadows / asymmetrical lighting
- Replies: 17
- Views: 12209
Re: Strange shadows / asymmetrical lighting
the only commands with "ignore" prefix are: r_ignoreGLErrors set to 1 r_ignoreFastPath set to 1 r_ignorehwgamma set to 0 //edit: ok it is definitely related to r_ignorehwgamma , on PC if set to 1 the view its same as in fullscreen and windowed mode, while set to 0 on ioquake3 view is all t...
- Fri Nov 21, 2014 6:02 pm
- Forum: ID Tech
- Topic: Strange shadows / asymmetrical lighting
- Replies: 17
- Views: 12209
Re: Strange shadows / asymmetrical lighting
Hi, I little different mather but kinda same aspect @ lightning issue I would like to know, why the lightning looking different on other quake versions on my personal computer @ pointrelease 1.32c and either baseq3 or mod Excessiveplus the map looks like that: http://i447.photobucket.com/albums/qq19...
- Sun Nov 09, 2014 4:03 pm
- Forum: ID Tech
- Topic: Q3SG1abc FINAL RELEASE
- Replies: 7
- Views: 7052
Q3SG1abc FINAL RELEASE
I am happy to annouce that the Q3SG1 map is finally released for download http://i447.photobucket.com/albums/qq196/camel-xp/q3sg1a_levelshot.jpg http://i447.photobucket.com/albums/qq196/camel-xp/q3sg1b_levelshot.jpg http://i447.photobucket.com/albums/qq196/camel-xp/q3sg1c_levelshot.jpg It's been a l...
- Wed Nov 05, 2014 5:28 pm
- Forum: ID Tech
- Topic: Reflex level editor
- Replies: 55
- Views: 37830
- Sat Oct 18, 2014 5:13 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160117
Re: Screenshots
not seeing a whole lot of promising gameplay possibilities in that, camel You not see it yet, but once completed I plan to make as always some video on which the proper gameplay would be shown with all the shortcuts and map features that you can use to travel faster or block the passage for the ene...
- Sat Oct 18, 2014 4:56 pm
- Forum: ID Tech
- Topic: Q3SG Project Open Source Extended by Camel-XP
- Replies: 4
- Views: 5426
Re: Q3SG Project Open Source Extended by Camel-XP
"Start maping today", eh? Yea, let's map, not mapp ( simply typo ) :P anyway, I hope any of you would be interested into the project and try to make at least one side of it's map for it You can all participate and contribute at least with an one side of the map, all the credits for the pa...
- Fri Oct 17, 2014 7:55 pm
- Forum: ID Tech
- Topic: Q3SG Project Open Source Extended by Camel-XP
- Replies: 4
- Views: 5426
- Wed Oct 15, 2014 7:22 pm
- Forum: ID Tech
- Topic: Screenshots
- Replies: 7361
- Views: 3160117
Re: Screenshots
my alpha preview:
screenshots: http://s447.photobucket.com/user/camel- ... iew?sort=3
video: https://www.youtube.com/watch?v=sWexXnoTkuM
screenshots: http://s447.photobucket.com/user/camel- ... iew?sort=3
video: https://www.youtube.com/watch?v=sWexXnoTkuM
- Wed Oct 15, 2014 2:07 pm
- Forum: ID Tech
- Topic: Q3SG Project Open Source Extended by Camel-XP
- Replies: 4
- Views: 5426
Re: Q3SG Project Open Source Extended by Camel-XP
- 15.10.2014 update: big thanks to Tig from the lvlworld.com for pointing obvious missing textures/sounds in that release - problems fixed with paths to some textures/scripts and sounds that pointed to old directory sg1 instead of sgs_ext specially for this pack - problems were made by automatic map...
- Mon Jul 07, 2014 11:26 pm
- Forum: ID Tech
- Topic: Anyone who's ever released a Q3 Level...
- Replies: 74
- Views: 40287
Re: Anyone who's ever released a Q3 Level...
I finally played that map online like a month back..it wasn't much of a match since everyone spent more time looking around rather than fighting though...ha. It's a really good map, man..wish that you had changed the MK signs to something else more realistic to the scene. You should submit it to .....
- Mon Jul 07, 2014 10:24 am
- Forum: ID Tech
- Topic: Anyone who's ever released a Q3 Level...
- Replies: 74
- Views: 40287
Re: Anyone who's ever released a Q3 Level...
working link for Clan_Strike map by PJax: http://adf.ly/7082772/clan-strikev1l3 wrote:Clan_Strike
- Wed Jun 11, 2014 2:56 pm
- Forum: ID Tech
- Topic: Phobos mini pack v1
- Replies: 83
- Views: 43939
Re: Phobos mini pack v1
Anyone? 
I'm interested in the map structure and industrial textures
https://www.google.pl/search?q=Phobos+m ... 1&tbm=isch

I'm interested in the map structure and industrial textures
https://www.google.pl/search?q=Phobos+m ... 1&tbm=isch