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31
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by luizera on March 08, 2012, 09:39:20 PM »
Hey there

I've just played e2m1rq and it was really entertaining. You're doing a very nice job.  Right now I have only two suggestions/comments/whatever:

There are some large areas in e2m1rq where enemies are far away, it would be fun to have some sort of railgun/pulse rifle/sniper rifle to kill them from afar. I've seen a screenshot of a model in another thread so I believe you're already taking care of that.

One thing that I thought was weird was meeting fiends and a vore in a base themed map. That's nothing really wrong with that, I just feel they don't belong in the map. Thinking about that I had some sort of minor brainstorm. I think it would be nice if different themed maps require different play styles. For example, base maps could require a tactical play style, with grunts and enforcers acting like a squad, defending their positions, taking cover, maybe even falling back after some casualties. Players would have to be more cautious, trying to find good positions to kill enemies, using grenades to take covered enemies and to clear rooms before going in, etc. On the other hand, duck in a corner wouldn't be of much help in a medieval level filled with knights and spellcasters with area effects. And things could get pretty frantic when fighting demons. In quake players just rush toward the monsters and shot at them with the biggest weapon available (well, at least it's what I do =P), it would be nice to have a little change.   

32
Feedback & Discussion / Re: General smack talk
« Last post by Chip on February 18, 2012, 03:24:27 AM »
I want to adopt it, too. I've been looking for this for ages.  ;D

UPDATE:

Tried compiling the source using Code::Blocks. Lots of errors, even with all libraries and dependencies (hopefully) properly linked. Also, latest DirectX SDK (June 2010) installed, even if the source pointed to June 2005. Any help?
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Feedback & Discussion / Re: General smack talk
« Last post by ijed on February 17, 2012, 07:43:49 PM »
Excellent - I'll adopt it.
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Feedback & Discussion / Re: General smack talk
« Last post by gb_remake 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.
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Feedback & Discussion / Re: General smack talk
« Last post by peg on February 17, 2012, 04:19:25 PM »
Wow, nice bit of tracking there! ;)
36
Feedback & Discussion / Re: General smack talk
« Last post by gb_remake 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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Feedback & Discussion / Re: General smack talk
« Last post by gb_remake 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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Feedback & Discussion / Re: General smack talk
« Last post by gb_remake 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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Feedback & Discussion / Re: General smack talk
« Last post by Spiney on February 10, 2012, 03:06:24 PM »
http://youtu.be/T3s-J0ajccg

Artsy UDK map, kinda like it  8)
40
Feedback & Discussion / Re: RMQ Demo 3
« Last post by gb_remake on February 10, 2012, 09:26:38 AM »
http://www.rockpapershotgun.com/2012/02/10/valve-drops-mad-beats-on-tf2-adds-a-boombox/



Quote
They’ve released a paid for (£6.99! – too rich for my roots) community item called the “Boston Boom-Bringer“. Whenever the Scout taunts, it’ll play one of four phat beats.

Let's strap one of those to the RMQ Enforcer.
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