Author Topic: General smack talk  (Read 925 times)

ijed

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Re: General smack talk
« Reply #45 on: January 24, 2012, 01:27:07 PM »
I played the third one until I could a basically unlimited score in the airport level.  Great game.

gb_remake

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Re: General smack talk
« Reply #46 on: January 24, 2012, 01:32:07 PM »
Hah, I remember the airport level as well. Played 2 more than 3 though.
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RickyT23

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Re: General smack talk
« Reply #47 on: January 26, 2012, 11:07:07 PM »
OMG - 4:00am - going to bed.  My college assignment to build minesweeper gets released next week.  Got carried away and almost finished it in three days (!).  They'll make a coder of me yet....

Pretty crude Win32 console app.  Uses almost entirely if statements (no else), for loops and 2D arrays.

I take no responsibility if your computer blows up etc, though I would be thrilled if anyone has the time to comment or advise etc.

http://rickyt23.com/files/arrayGameV4.zip     (27KB)

The cpp file can be built as-is with Visual Studio Express 2010 free edition.  And probably any other half decent, er, program.

gb_remake

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Re: General smack talk
« Reply #48 on: January 30, 2012, 05:21:07 AM »
FTE now supports BSP2 and thus can play RMQ maps again.

http://www.fteqw.com/
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mh

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Re: General smack talk
« Reply #49 on: January 30, 2012, 11:02:59 AM »
FTE now supports BSP2 and thus can play RMQ maps again.

http://www.fteqw.com/

Awesome.  8)

Must bring it on in DirectQ too.
It would take an eternity to reach the earth and even when you reached the destination, you wouldn't actually hit the ground. You'd be going so fast you'd just go through and out the other side.

digs

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Re: General smack talk
« Reply #50 on: January 30, 2012, 02:26:52 PM »
I noticed such a thing. FGD and DEF are not updated synchronously. For example, FGD has zombomb, and DEF is not. Nobody thought about what to do synchronization FGD and DEF?

gb_remake

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Re: General smack talk
« Reply #51 on: January 30, 2012, 02:48:51 PM »
It is true unfortunately. Someone needs to sit down and update both  :-\
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ijed

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Re: General smack talk
« Reply #52 on: January 30, 2012, 05:04:30 PM »
Ah, well, we tend to update whichever doc we individually use.  I don't have radiant installed for example and know little about its formats. 

I can learn though - the def just uses the info section in the qc?

gb_remake

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Re: General smack talk
« Reply #53 on: January 30, 2012, 05:58:24 PM »
Yeah.
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Spiney

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Re: General smack talk
« Reply #54 on: February 10, 2012, 03:06:24 PM »
http://youtu.be/T3s-J0ajccg

Artsy UDK map, kinda like it  8)

gb_remake

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Re: General smack talk
« Reply #55 on: February 10, 2012, 07:40:50 PM »
Very nice! Reminds me a bit of Tomb Raider, stepping through some doorway and seeing something even more impressive than what came before.

Something about scale and proportions and symmetry.
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gb_remake

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Re: General smack talk
« Reply #56 on: February 13, 2012, 05:05:14 PM »
Does anyone here have experience with Dark Radiant? As you might know, I do Doom 3 mapping on the side. I have to say, it is incredibly buggy for me :-/ too bad, I had hoped for a good D3 editing solution on Linux.
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gb_remake

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Re: General smack talk
« Reply #57 on: February 17, 2012, 03:28:33 PM »
During one of my journeys around the remotely Quake-related parts of the web and IRC, I collected bits of info on the fate and current status of the BSP map editor.

Here's the history so far:

Yahn Bernier originally wrote the BSP editor. He was hired by Valve in the late 90s. I talked to Yahn recently and was privately given source code of BSP version 87b.

Yahn passed on the code to several people. One of these was Ben, who goes by the nick Sort and according to Lord Havoc was active in the Quakeworld community. Ben did many improvements to Yahn's code and also ran the website bspquakeeditor.com. Ben was pretty hard to track down, but Lord Havoc eventually dug up a working email address in an IRC log. Ben kindly passed on the source of BSP version 96d to me.

Ben also gave the code to other people. One of them is ViciouZ, a member of the Paintball 2 community. ViciouZ made a couple improvements upon Ben's source. Lord Havoc helped me to get in contact with ViciouZ via Paintball 2 developer jitspoe. ViciouZ also gave me the source of his improved version, cbsp 2.7, and referred me to yet another guy who works on paintball 2 Clan OTB's version of the editor, T3RRORI5T. I'm right now trying to contact him.

There is a loose plan by ViciouZ and me to start a repo for the BSP editor and maintain it.

I now have practically the latest source, except for Clan OTB's version. I'd like to eventually get this ported to Linux, for example.

Anyway it looks like we have another open source Quake level editor coming.

In other news, I spoke to Netradiant maintainer DivVerent about layer support. He came up with a possible way to implement it using group nesting and func_group, which wouldn't require any changes to the map format and no external files (unlike what DarkRadiant does). Div has put this on the TODO list of Netradiant.
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peg

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Re: General smack talk
« Reply #58 on: February 17, 2012, 04:19:25 PM »
Wow, nice bit of tracking there! ;)

gb_remake

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Re: General smack talk
« Reply #59 on: February 17, 2012, 04:48:14 PM »
Yeah, I kinda enjoy doing this.

I have spoken to T3RROR15T via IRC. It looks like he added some status bar changes and paintball-specific menu items etc. to the editor. That's not a large amount of changes, but noteworthy and useful to the paintball 2 community.

ViciouZ did an update on the window display mode among other things.

Atm the editor isn't under *any* license but has a history of being passed on from one guy to another. This is why I'm not uploading the source yet, I'm waiting on Yahn's input on this question.

Bottom line is, several generations of the BSP editor source are available, including 87b, 96d, cbsp 2.7 and the Clan OTB version, and most of the people involved answer their emails or frequent IRC channels.
I'll have to kill Borov AGAIN.