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What are you working on?
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Mon Mar 15, 2010 10:48 am    Post subject: Reply with quote

"FragBot, stop hogging all the health pickups :["
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Mon Mar 15, 2010 1:15 pm    Post subject: Reply with quote

lol, actually he's a little prick regarding resources like ammo and health. Cooperation and giving up resources in favour of the player is something that yet needs to be learned. However, the bot already opts for the lowest available level medikit, so he won't run to the megahealth like a sissy in the first scratch. The next step is to implement buttons usage.
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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Mon Mar 15, 2010 6:13 pm    Post subject: Reply with quote

Stuff that is slowly progressing:

Some spookiness (of sorts)

More of same.

Level in worldcraft, as it is so far.

Started in 2007/08, have done more in the last month than in the previous 2 years. Prolific I am.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Mon Mar 15, 2010 6:34 pm    Post subject: Reply with quote

..I remember you pimpin that a long while ago ajay. Glad your still working on it. It looks nice & dark..
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Mon Mar 15, 2010 7:12 pm    Post subject: Reply with quote

If you are aiming for realism, IMHO you sould use a model for the light poles.
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mh



Joined: 12 Jan 2008
Posts: 910

PostPosted: Mon Mar 15, 2010 7:50 pm    Post subject: Reply with quote

Looks like Lovecraft country! Where are all the inbred fish-people? Very Happy
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Tue Mar 16, 2010 1:33 am    Post subject: Reply with quote

@ajay: The atmosphere is indeed creepy. You almost feel as if something will jump from one of the dark alleys to attack you. But I second Tei observation: you should use a more faithful model for the light poles. They kinda break the mood. Otherwise, an impressive map.
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OneManClan



Joined: 28 Feb 2009
Posts: 62

PostPosted: Tue Mar 16, 2010 5:46 am    Post subject: Re: working on.., Reply with quote

Madfox wrote:


and now the hardest part to make them behave in an original way.
I would like to give the OldOgre a new attack way, like shielding itself off and refleckt ammu.


Dude, this is VERY cool! I don't know what you plan on doing with this monster, but we have a vacancy at the moment for a summoned monster in my mod AGR, and and this would be so cool. Make him only use axe, but make him very very TOUGH. LOVE the idea of him reflecting damage back at attacker!

Can I just say that I'm stunned by all the amazing quake1 stuff I see ppl working on here. My question is - are these ideas getting appreciated by players, or are they made for fun?

Do you guys still play? I didn't see any of you at Rock2ober 2009.


OneManClan
www.customtf.com
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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Tue Mar 16, 2010 2:08 pm    Post subject: Reply with quote

frag.machine wrote:
@ajay: The atmosphere is indeed creepy. You almost feel as if something will jump from one of the dark alleys to attack you. But I second Tei observation: you should use a more faithful model for the light poles. They kinda break the mood. Otherwise, an impressive map.


I agree with you both; the posts are just copied from Raptors and are awful. I've done another version which is more in keeping with the mod I'll replace all the old ones soon-ish. Would prefer to find a mdl though... making my own one is 'outside my skillset' (I'm useless) however.
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ajay



Joined: 29 Oct 2004
Posts: 295
Location: Swindon, UK

PostPosted: Tue Mar 16, 2010 6:02 pm    Post subject: Reply with quote



A different angle, plus different posts, no more realistic, but slightly more in keeping aesthetically.

The area on the left isn't finished, won't be that dark when done.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Tue Mar 16, 2010 7:27 pm    Post subject: Reply with quote

I think you sould raise the view of the player a bit ( view_ofs ?). The Stepsize of Quake is very big, and looks weird and unnatural on a realilstic setting.

Anyway on a map like this sound will be everything.
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metlslime



Joined: 05 Feb 2008
Posts: 177

PostPosted: Tue Mar 16, 2010 11:55 pm    Post subject: Reply with quote

Teiman wrote:
I think you sould raise the view of the player a bit ( view_ofs ?). The Stepsize of Quake is very big, and looks weird and unnatural on a realilstic setting.


Or just make steps a realistic size -- you're not required to make them as tall as possible.
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Static_Fiend



Joined: 17 Mar 2010
Posts: 6

PostPosted: Wed Mar 17, 2010 1:55 am    Post subject: Reply with quote

This has been getting some steady, but slow progress as I learn more (only somwhat Quake related!)

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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Wed Mar 17, 2010 5:13 am    Post subject: Reply with quote

ajay wrote:
Stuff that is slowly progressing:



The building textures appear to be a bit out of focus. Hmm though, it adds depth to that image. Would be interesting in the future if an engine supported a blur filter to map textures based on distance...(?)
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Error
Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Wed Mar 17, 2010 6:36 am    Post subject: Reply with quote

Ajay: what version of Worldcraft are you using? I haven't used one since 1998 or so and would like to try it again.
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