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Trinca
Joined: 03 Jun 2006 Posts: 20 Location: Lisbon - Portugal
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Tue Feb 27, 2007 7:47 am Post subject: |
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Ooooooh... that'd be so cool!
I guess I should probably put together a kind of starter kit and some explanations on what entities are needed and stuff, uh?
Right now I'm monstruously busy - I have a presentation to make at a conference on Thursday and really have to prepare for it - but I was planning to relax a little bit after that, so maybe I could have that ready for the weekend or something! What do you think?
Do people think I should release a one-map demo of this? It was really my intention to release a "full" product only but if this can bring some excitement in the community, why not? The mod will obviously be in its basic form (I haven't yet worked on models and sounds, the code is not complete), but there's enough available to be able to play and map for it, and it'd be easy to make sure compatibility with older maps is never broken. |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Mon Apr 16, 2007 9:23 pm Post subject: |
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Just a little *bump* to let you all know this project is still alive
Well, it was really close to disappear in a snap, though, as my HD died on me suddenly a couple of weeks ago with no warning sign (well, or let's say that by the time I saw the warnings, I couldn't access windows anymore and, a hour later, the HD was totally RIP). I saw it *a little bit* coming, though, I guess, as I had a couple of days before made a back-up copy of my personal Quake files, so, don't worry, no "I've lost it in a crash" excuse for me (I guess I have (surprisingly) stuck to the first my own "golden rules", after all ) ...
I *am* terribly busy with work though, as well as terribly busy with immigrations questions pertaining to my upcoming American permanent resident status (yup, you read it well ).
I'll keep you up-to-date. I'm hoping to have some time in the end of May to make more progress.
So yeah... an update to tell you there is no update.
...but I'm handing everyone frog legs to make up for it.
[img][/img] |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Mon Apr 16, 2007 9:28 pm Post subject: |
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Them hips were made for babies!
edit: HOLY COW do not do a google image search for hips. I didn't know people took pictures of people having babies O_O _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Mon Apr 16, 2007 10:14 pm Post subject: |
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Sajt was homeschooled. As an orphan. Alone.
CocoT - suck, but Im glad you got it backed up. Those frog legs look like tiny chicken butts, and not appealing at all. Im yet to have frog Ive enjoyed. The whole one time. Wasnt bad, just wasnt worth having again. |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Tue Apr 17, 2007 9:51 pm Post subject: |
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Hehe...
Well, my mum makes pretty good frog legs, but then I think the "secret" is simply not to overdo it. In many other places I have eaten them, they literally swim in garlicy white sauce, yuck. According to my mom, to fry it in just a little bit of butter and garlic should do the trick. Oh, and my grandmother also taught her she should "tie" the legs (read: made a little knot with them), which is supposed to make them more appetizing. I'll have to agree that it does help. Apparently, restaurant used to do it in the past, but now they stopped because it's too time-consuming... |
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Kools
Joined: 05 Jan 2005 Posts: 37 Location: The Netherlands
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Posted: Tue Apr 24, 2007 4:33 pm Post subject: |
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Looooool, this account is still active. Anyway, this mod certainly looks interesting, I'll be sure to check it out when you release it.
"Hurried descent was an obvious influence, it's true. I still cannot believe that mod never got a multi-map sequel (I mean, there was talk of Hurried Descent 2, maybe it came out without me realizing it). In its current state, Transloquake makes it possible to play in a Hurried-Descent kind of way, as one of the hidden game modes (which, by the way, will be unlocked pretty easily) allows player to replay maps from the top instead of the bottom (which is usually where the game starts, even though it really does not need to). "
As for that, I started on a sequel multiple times. Right before the last QuakeCon I had nearly finished (or maybe have finished, I should check) a multimap version for Quake 2. I never got 'round to releasing it though.
Anyway, I'll go back to lurking now  _________________ Forum lurker |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Tue Apr 24, 2007 5:02 pm Post subject: |
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kools! _________________
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Sat May 19, 2007 9:40 am Post subject: |
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Aww, Koolio, we miss you!!! It'd be great to see what you had coded so far for Hurried Descent II. I also wish Counter-Attack had been released... or Quake Domination (but I don't remember if you worked on that one or not)...
Anyway, here is a little screenshot of my next Transloquake map in construction. Early stage of development, no lights, but it might give you an idea... I'll post more screenshots once it's closer to completion (a relative one, though, as I intend to polish up all maps once I've reached a satisfying amount ( which I've set to 8 ))
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Sat May 19, 2007 6:36 pm Post subject: |
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On another positive note, I also figured out why a map I had worked on a while ago did not compile. I had pretty much given up on the idea of including it, but now it looks like it could again be part of the bunch
It's a little more "urban" than the other ones, with gutters on the bottom and huge metal pillars all rising up to the stars. The pillars work as a way to make your task more difficult, as they continuously block your view... You can, however, use them to make your translocator bounce towards your desired location... hehehe...
Again, this is obviously a screenshot of a map in construction

Last edited by CocoT on Sun May 20, 2007 10:17 am; edited 1 time in total |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Sun May 20, 2007 10:04 am Post subject: |
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... and some space insanity for what might become the final map of this mod's first version (leaving to two the amount of maps I still have to design)... Some of these big portals will be teleporters, too. Contrary to the other maps, missing your target will almost automatically mean death...
Note: Please don't mind the misaligned textures
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sun May 20, 2007 10:51 am Post subject: |
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Haha.. looks trippy I can't wait for this. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Sun May 20, 2007 11:11 am Post subject: |
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That looks wild! |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Sun May 20, 2007 12:23 pm Post subject: |
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Hehe... thanks, guys  |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Sun May 20, 2007 10:16 pm Post subject: |
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Well, that space map is apparently very demanding on brushes, I think maybe due to the fact I have been moving and distorting those portals a little too much... I have some issues with it, but nothing that cannot be resolved, I'm sure!
Otherwise, I added the platforms to the castle-themed map. That one also comes with special traps (the red crosses on the second screenshot), which kill you instantly if you translocate onto them (but that'd be pretty stupid) or fall through them after missing a shot (more likely). I obviously also need to "light" the map... now, that's something I'm not looking forward to
Note: I know the FPS shows a pretty low number, but then the computer I'm using is a little old. I've tried it on a slightly newer one and everything runs fine
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