Wouldn't mind joining this Discord server to catch up on things in a more casual setting.
Search found 61 matches
- Wed Feb 05, 2025 12:57 pm
- Forum: General Discussion
- Topic: Q3W Discord
- Replies: 163
- Views: 618483
Re: Q3W Discord
After many years I still remember my login here
.
Wouldn't mind joining this Discord server to catch up on things in a more casual setting.
Wouldn't mind joining this Discord server to catch up on things in a more casual setting.
- Fri Dec 02, 2016 5:47 am
- Forum: ID Tech
- Topic: Mapping for Quake Live - Tips?
- Replies: 21
- Views: 28569
Re: Mapping for Quake Live - Tips?
Taking those German Language classes definitely was worth itCZghost wrote:sst13, why in German?I remember your sites in English, now ONLY in German. Why don't you implement dual-lang feature?
- Fri Feb 26, 2016 3:00 pm
- Forum: ID Tech
- Topic: Rounded Corners Question
- Replies: 4
- Views: 6693
Re: Rounded Corners Question
You basically just create a patch-mesh and mold the vertexes in a shape that resembles a curve to that of the corner. Anytime you are dealing with patches you have to seal them off by creating a caulk hull around them so your map doesn't generate leaks. Alternatively, you could just use the clipper ...
- Tue Feb 16, 2016 5:43 am
- Forum: ID Tech
- Topic: Pool Texture Question
- Replies: 2
- Views: 2998
Re: Pool Texture Question
Try using one of the default liquid textures by ID Software. Black and white grid is usually associated with the texture being missing / can't be found. Or there could also be a shader conflict with another .pk3 that has the same texture being used.
- Tue Feb 16, 2016 5:39 am
- Forum: ID Tech
- Topic: Stairs question, gtkradiant, seeking tutorial
- Replies: 2
- Views: 3323
Re: Stairs question, gtkradiant, seeking tutorial
Stairs are mainly made up of rectangular brushes either in size 8 or 16 units. The maximum step size bots can use are 18 units, but to make a smooth stairway I'd suggest using 8 units. You can also make curved stairways by just creating curved patch meshes and then clipping them to make steps. Ramps...
- Wed Feb 10, 2016 4:27 am
- Forum: ID Tech
- Topic: Looking for the patched q3map2 with texture alignment fixes
- Replies: 3
- Views: 3534
Re: Looking for the patched q3map2 with texture alignment fixes
GTK Radiant should have the latest q3map2 in-built with its respective version. However, texture alignment is done through the editor, not within the compile process? (Am I missing something here?).
Here is a link to one of the sites: http://q3map2.robotrenegade.com/
Here is a link to one of the sites: http://q3map2.robotrenegade.com/
- Wed Dec 30, 2015 6:24 pm
- Forum: ID Tech
- Topic: Q3W Map RIPS on Steam now..
- Replies: 11
- Views: 9100
Re: Q3W Map RIPS on Steam now..
I also see a few other maps on there from authors such as wviperw, Nunuk, and Evilair that were converted by random people. I'm not entirely sure if this is legal, considering that permissions were probably not sought out, or the fact that anyone is free to convert standard Q3 maps to Quake Live wit...
- Thu Nov 19, 2015 5:44 pm
- Forum: ID Tech
- Topic: Gustavo's Maps
- Replies: 45
- Views: 26232
Re: Gustavo's Maps
I gave up... of the map, maybe also of the plugin, to restore mapping for Doom and Unreal Tournament. If you give up (permanently) so easily, you are never going to get the experience and achieve the satisfaction of finishing a WIP. I suggest making a single thread per map, that way you are going t...
- Sun Nov 15, 2015 5:46 pm
- Forum: ID Tech
- Topic: SCHÖNA [ALPHA 4]
- Replies: 92
- Views: 213963
Re: SCHÖNA [ALPHA 4]
Is this map still "in the freeze" or have you been doing some ninja updates over the past 4 months?
- Wed Nov 11, 2015 3:09 pm
- Forum: Announcements
- Topic: Custom Icon Requests 8.23.08
- Replies: 124
- Views: 255831
Re: Custom Icon Requests 8.23.08
Why hello there. I would like to have this:

Title: Reality is a lie.
Thank you.

Title: Reality is a lie.
Thank you.
- Wed Nov 11, 2015 12:14 pm
- Forum: ID Tech
- Topic: Gustavo's Maps
- Replies: 45
- Views: 26232
Re: Gustavo's Maps
If you mean "What can I do to further enhance my map?" then there are a few general ideas I have in mind. By watching the trailer, I see some rather large and open distances in the mid-section which would most likely lead into total railgun domination and camping - especially since you pla...
- Wed Nov 11, 2015 11:49 am
- Forum: ID Tech
- Topic: Quake Live Steam aas
- Replies: 50
- Views: 55083
Re: Quake Live Steam aas
Strange is that it all works for me, I just use GtkRadiant inbuilt AAS and compiler and no errors I think... Though probably that's just because I have retail Quake 3 instead of QL. Anyway, instead of HexEdit I would recommend XVI32, it's simple and still advanced. (Just recommendation! Don't need ...
- Wed Nov 04, 2015 4:41 pm
- Forum: ID Tech
- Topic: Gustavo's Maps
- Replies: 45
- Views: 26232
Re: Gustavo's Maps
There is a major issue with gusq3ctf3 of the fact that it crashes the game when trying to scroll through the 'skirmish' menu for the map. Fix any errors within the map and re-compile as the error message had something to do with 'at compile time' errors. I've tried your gusq3dm6 map and I'm not real...
- Sun Nov 01, 2015 5:43 pm
- Forum: ID Tech
- Topic: Gustavo's Maps
- Replies: 45
- Views: 26232
Re: Gustavo's Maps
I made a last attempt called gusq3ctf3, but the spawns are bugged for some reason... (people spawns at the wrong base) Use the team_CTF_blueplayer and team_CTF_redplayer entities for the initial spawn locations for blue and red team respectively. team_CTF_bluespawn and team_CTF_redspawn entities ar...
- Fri Oct 30, 2015 2:51 pm
- Forum: ID Tech
- Topic: Gustavo's Maps
- Replies: 45
- Views: 26232
Re: Gustavo's Maps
And it looks really basic. Is this your first map? But with "gusq3dm6" meaning 6th DM map...?
Nevertheless, I'm always in stride for map creations by people that may not have that much experience in mapping.
Nevertheless, I'm always in stride for map creations by people that may not have that much experience in mapping.
- Thu Oct 29, 2015 5:40 pm
- Forum: ID Tech
- Topic: The future of QL?
- Replies: 38
- Views: 50913
Re: The future of QL?
So does this mean if you basically played Quake Live through the standalone client / browser option, you can't play the game anymore since it's only available on Steam? Seems like a punch in the face to all those people, and unfortunately I'm one of them.
- Sun Oct 25, 2015 3:47 pm
- Forum: ID Tech
- Topic: GTKRadiant is a piece of shit!
- Replies: 37
- Views: 21366
Re: GTKRadiant is a piece of shit!
Have you tried a fresh installation of GTK Radiant 1.6.4? If not, try reinstalling the program to see if it will fix the issue. Otherwise, try a previous version to see if the issue remains.
- Sat Oct 17, 2015 6:41 am
- Forum: ID Tech
- Topic: Help with Mapping: CTF, AAS and Music Problems
- Replies: 65
- Views: 70340
Re: Help with Mapping: CTF, AAS and Music Problems
Go to EditGustavo6046 wrote:Also the wireframe view remains!
If this value is set on 'Wireframe' change it to 'Textured'.
- Thu Oct 08, 2015 7:43 am
- Forum: ID Tech
- Topic: VIS Optimization Query
- Replies: 10
- Views: 7430
Re: VIS Optimization Query
Thanks for the explanation. I've noticed that you use the 'Skip' common texture for all sides of the brush besides the side that has the 'Hint' texture on it. But, when I read the GTK Radiant manual (Essentially the same as the original ID Software manual for Q3 Radiant) it says this: Skip Location:...
- Sun Oct 04, 2015 10:47 am
- Forum: ID Tech
- Topic: VIS Optimization Query
- Replies: 10
- Views: 7430
Re: VIS Optimization Query
I tried doing a search with Google prior to asking but unfortunately didn't get explicit answers to what I was looking for. Thanks for the link, Donkey, really helpful and on-point article. I understand mostly all of the article, however, the problem I'm finding most difficult to understand is seen ...
- Sat Oct 03, 2015 4:07 pm
- Forum: ID Tech
- Topic: VIS Optimization Query
- Replies: 10
- Views: 7430
VIS Optimization Query
Is VIS Optimization still being used by mappers to this day? Given the technological advancements from the early 2000's to now, should you even worry about VIS optimization at all? Regardless if it's being used or not, I vaguely recall there being multiple methods of optimizing the VIS component of ...
- Sun Dec 21, 2014 3:45 am
- Forum: ID Tech
- Topic: [ALPHA 4] CZQ3DM1 by CZghost
- Replies: 50
- Views: 78975
Re: [ALPHA 4] CZQ3DM1 by CZghost
I'll only post a few things just by judging the screenshots alone. 1st Screenshot: I'd refrain from putting both the Red Armor and Regeneration so close to each other. The Red Armor is one of the highest priority items for FFA / Tourney play, however, team that +100 armor boost with a regeneration t...
- Thu Jan 09, 2014 1:31 pm
- Forum: ID Tech
- Topic: [ALPHA] p61dm1a3 "eNautica"
- Replies: 14
- Views: 9854
Re: [ALPHA] p61dm1a3 "eNautica"
At the PG the interesting steps, the first lowest step is dropped into the floor, brushes here can and should be deleted since it looks strange presently. Maybe I should have included more detail in that area of which I'm planning to do in beta. I'm guessing it would make that step that is currentl...
- Thu Jan 09, 2014 11:30 am
- Forum: ID Tech
- Topic: [ALPHA] p61dm1a3 "eNautica"
- Replies: 14
- Views: 9854
Re: [ALPHA] p61dm1a3 "eNautica"
ALPHA 3 Released! Sorry it took so long to bring this new alpha release to your doorstep - Had a break over Christmas and New Years and am back into business. Have updated the OP with the new download link and some screenshots. Will be looking forward to hear from you all once again. Happy Fraggin'
- Mon Dec 16, 2013 2:34 pm
- Forum: ID Tech
- Topic: [ALPHA] p61dm1a3 "eNautica"
- Replies: 14
- Views: 9854
Re: [ALPHA] p61dm1a2b "eNautica"
I was thinking before I released alpha 2 that I may have a door-phobia with the release, seems like I was right. Anyway, I have updated the OP on releasing Alpha 2b. I hope that the issue with the doors has now been fixed and thus have also fixed the Line of Sight aspect to the 2nd alpha now. Also, ...