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| QUAKE Wars Mods and Editing This is the hub for Enemy Territory: QUAKE Wars map and mod discussion, editing tips and tutorials, web application development, and the like. |
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#2001 |
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Lieutenant Commander
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RELEASE IS NEAR WOOHOO!
Don, all the textures used in the Temple should be trimmed right? I mean those pictures in the inside walls, etc. Vio, if you point me in the right direction I can make godly rays and stuff...
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Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
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#2002 |
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Group Commander
![]() Join Date: Oct 2007
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Seba, violator use some of those images on the site_centralbuilding.world.
All the temple images are mixed in one only 512 x 512 texture.
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#2003 |
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Lieutenant Commander
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I remember, the archeology room. No prob...
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Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
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#2004 | |
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Group Major
![]() Join Date: Oct 2007
Location: Scotland
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Quote:
Don is censoring his own work over a presumed complaint from the religious nutjobs that doesn't actually exist. He deserves more support from us than this timid compliance to the fictional god-squad who haven't actually complained. Nonsense. You're contributing to a creative project for no personal gain, your work is pretty much instantaneously recognised by anyone familiar with it, and you're liked in-game. You've probably put more effort into this project than anyone else. You deserve the right to try any artistic idea you like without fear that the religious nutjobs are going to call you a bad man because they absolutely must have the rest of the observable universe constrained to their utterly random belief system. You put whatever you like into the map; I'll back you up. |
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#2005 |
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Lieutenant Commander
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That is topic for another thread Shirosae, let's push this forward, will have time for Easter Eggs in the next/final release.
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Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
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#2006 |
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Commander
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tbh I'm with Shirosae on this one, but lets get the thing out the door shall we
![]() For god rays - perhaps effects could do it or a semi-transparent material. I made some for W:ET but they'd look very primitive now |
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#2007 |
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Lieutenant Commander
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Godly rays in the Shopping center are made of a particle system that you can see in windows of the massive Biodome in the Ark map...
For everyone else: Godly Rays are those Sunlight beams thay are visible due to the dust/smoke/mist in the environment.
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Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
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#2008 |
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Group Major
![]() Join Date: Oct 2007
Location: Scotland
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Are we allowed to call them god rays? Isn't that uber-offensive?
Seriouspost: I'm not sure the sun is at an angle which makes god rays sensible in many places? For example, there will be a slight light influx into the open atrium-like areas of the uni, but due to the angle it doesn't enter much further than the top floor. It can go in there, I'm just not sure it'll be visible enough to warrant the (fairly minimal tbh) performance drop. On the other hand I can see them looking great inside Don's little red building just on the edge of the fog. Can you do inverted dark leprechaun rays? I'm thinking it might be possible to kinda fake volumetric shadow rays from tree foliage etc. |
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#2009 |
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Lieutenant Commander
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There is something like that in Sewer, some shadows moving on the floor, maybe it's a projector, I don't know..
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Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
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#2010 |
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Group Commander
![]() Join Date: Oct 2007
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Violator, found that this happens also in Salvage, that have two strogg forward spawn.
I played Salvage as a strogg, alone, and after completion of the mining laser task the strogg forward spawn on the GDF base was turned on but no icon was showed. So i think will not be productive to try to fix something that the original maps have (i was crazy trying to fix that). EDIT: HAAAAAAAAAAAAAAAAAA!!!! Violator, on consite the second forward spawn icon do not appears because the game assigned other objective to your player, like DESTROY THE FENCE. If you destroy the fence the second capturable spawn icons show it up. ![]() If you is a medic, you will see the second forward spawn icons directily, because the game can't assing the fence objective to a medic! I allways reached the last objective as a strogg soldier, with the fence not destroyed... this was the problem.
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Last edited by Donnovan : 11-05-2009 at 02:16 AM. |
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#2011 |
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Commander
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So its due to the mission system? Need to make the fwd spawn a higher priority than the fence then (once its activated).
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#2012 |
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Lieutenant Commander
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A thing I didn't test (and may be just me) is the spawn selection, like "As Strogg, in the third objective, I want to spawn in the Strogg Base"
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Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
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#2013 |
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Group Commander
![]() Join Date: Oct 2007
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Violator, we just need to finish the fence objective when the barricade is blow up. People can still destroy it if they want. It's a good solution, don't?
Seba, this works fine. You can do that. I'm compiling what, i believe, is the release. Just pending this small decision: - It's a good thing to turn off the fence objective after barricade blow so the game will not assing this fence objective to strogg soldiers instead of the city capturable spawns?
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Last edited by Donnovan : 11-05-2009 at 01:19 PM. |
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#2014 |
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Lieutenant Commander
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I would trigger the fence, like blow it up with the barricade... The Fence shouldn't be a holdup once the barricade is blown...
Another thing, wouldn't help to add a hog in the site after the Barri is blown? just for testing sake? it would shorten the long walk...
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Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
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#2015 |
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Group Commander
![]() Join Date: Oct 2007
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Seba, third objective have two times: (a) Before first brain touch and (b) After first brain touch.
You want to make first brain touch a bit easy for strogg? This long walk for first touch is temporary, it's the "pain" to have the "gain". When the strogg touch the brain many good things happens to then: - city strogg forward spawn is activade (with one icarus and one hog in the city and one plus icarus on the construction site*); - GDF starts to spawn on their main base; *the site have now 3 Icarus, one of then appears when the city forward spawn is captured by strogg.
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Last edited by Donnovan : 11-05-2009 at 04:12 PM. |
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#2016 |
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Commander
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Problem with fence is it isn't an objective. vCompleteMission or whatever it is may work though, it should stop being a mission after barry meets its maker.
Hog would be good IMHO. |
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#2017 |
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Group Commander
![]() Join Date: Oct 2007
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Will add the hog. Strogg bots are wining third objective to fast, even if they don't use icarus/hogs in it, this is my only preocupation.
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#2018 | |
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Lieutenant Commander
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Quote:
a) portion could be without a hog, to prevent unstoppable rush b) part should have it...
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Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
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#2019 |
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Group Commander
![]() Join Date: Oct 2007
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Seba, i'm having problem to do that with the hog, like Violator had problem to make the Titan and Anansi appears only when the barricade blowns up.
Trying to by pass this: - Titan and anansi appears at the begining of the match; - Site hog must appears only when strogg first touch the brain.
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#2020 |
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Lieutenant Commander
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Is there any official maps with this? Or they only do it with territories?
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Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
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#2021 |
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Group Commander
![]() Join Date: Oct 2007
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I did it with territory.
Made two unfunctional territories and targeted the heavy GDF vehicles to one and the site hog to another. Those territories are very small and are on the ocean. It do not appears on the command map since i assigned no territory limits texture to it. Now, to make the vehicles show then self, you just need to give the territory to the right team. Seba, also fixed some unsolid objects of the subway station work room.
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#2022 |
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Group Commander
![]() Join Date: Oct 2007
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![]() Code message.
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#2023 | |
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Commander
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Quote:
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#2024 |
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Lieutenant Commander
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Stats - QuakeCenter Argentina Community developed map: Construction Site! Thread - Web Repository - Google Code Project |
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#2025 |
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Group Commander
![]() Join Date: Oct 2007
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Seba, have you saw the PM??
Please remove beta 1 from the google code site. As i told you by PM right after the upload, there is a problem related to heavy vehicles: strogg have then, GDF don't have any. Also we don't have the site hog you asked for. Please remove the file, and suspend release until we have this fixed. Can we do that?
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I'll have a look at it.







