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Messages - Creamy_Goodness

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Community Events / Re: Creamy's Not QuakeCon LAN Party
« on: August 27, 2017, 06:29:44 AM »


> Thanks for raising the connection limit for the night. We had about ten people playing on Vanilla at the same time, and most of us were in the basement. However, we ran out of computer stations, so I had to play upstairs on my main computer. I would also like to thank everyone who came to our house to play, as well as Hazard, EDM, and whoever else joined us online. The party had a few snags at the beginning, but was still the most fun I've had in a while.

Community Events / Re: Creamy's Not QuakeCon LAN Party
« on: August 26, 2017, 02:10:15 PM »

> Allright Quadz, I'm not sure if or when you're going to get this, but we're almost ready to start the party, so now might be a good time to raise that connection limit on Vanilla. Thanks. :)

Community Events / Re: Creamy's Not QuakeCon LAN Party
« on: August 16, 2017, 03:33:23 AM »


> I'm not sure what EoM is, but if that server has at least 32 slots and no limit to the number of connections from a single IP address, it would be perfect for the party. I just hope we can get a lot of Tastyspleen regulars to join us.


"I'd love to join this event (we'll have company over on the 26th) but in any case, please remind me beforehand, so we can adjust the restrictions on number-of-connections allowed from a single IP. (There are some anti-flood measures in place by default that might limit the number of connections from a given IP.)"

> I've noticed that restriction on DM before. My nephews were visiting for Thanksgiving, and all three were playing on the server. However, when I tried to join them, I was locked out because of the limit. It would be very interesting to have about a dozen of us playing at once on Vanilla, as this is something I've never done before. I don't yet know if we'll play on Vanilla or EoM, but if it's Vanilla, I'll be sure to let you know before we start playing.

Community Events / Creamy's Not QuakeCon LAN Party
« on: August 11, 2017, 08:28:48 AM »

> Long story short, I was registering for the QuakeCon's BYOC event this year along with two other people right when the registration opened, but I was the only one who was able to get a ticket. Not willing to go to the QuakeCon alone for an eighth time in a row, I sold my ticket on the QuakeCon forums. Given this unfortunate turn of events, we decided to start our own LAN party in the basement of my house, where we would, amongst other things, play on one of Tastyspleen servers. We've decided to hold the party on the 26th (Saturday) of this month (August), which is the same weekend as the QuakeCon. Since you guys obviously can't make it to my house, I figure that you can do the next best thing by joining us on one of TastySpleen's larger servers. Vanilla and Pygmy seem like good choices, since they have a frag limit of 32 instead of the usual 16, but I haven't decided on which one we'll play on yet.

Trouble Shooting / Re: CleanQ2 compiling problem
« on: June 27, 2016, 06:26:23 AM »


"So you'd want a command line like: patch -p0 < pngpatch.patch"

> Hey what do you know, it worked. Thanks quadz. :)

Trouble Shooting / CleanQ2 compiling problem
« on: June 26, 2016, 05:56:46 PM »

> I'm trying to compile the source code of CleanQ2, but I've run into an error I can't resolve. After getting an error that said "fatal error: jpeglib.h: No such file or directory", I installed libjpeg-dev, but libjpeg8-dev and libjpeg-turbo8-dev were automatically installed as well. When I ran “make” again after doing that, I got a different error that read, "error: conflicting types for ‘jpeg_mem_src’". The source code came with a patch that was supposed to fix this error, but when I tried to apply this patch by running, "patch -p0 pngpatch.patch", the cursor went to the next line and just froze as if it was working in the background, but an hour went by and it was still like that, so I had to hit Ctrl-C to quit the process. I already went through a long and thorough battery of Google searches, but couldn't find a solution to this problem. Anyone have any pointers? I'm at the end of my rope here.

/dev/random / Re: Who wants to go to the QuakeCon of 2016?
« on: June 26, 2016, 12:37:50 AM »

@ beaver{KEA}

> OK, it's done. The ticket transfer, at least on my end, is complete. Expect an e-mail with further instructions from the QuakeCon staff soon. And above all else, enjoy the event. :)

/dev/random / Re: Who wants to go to the QuakeCon of 2016?
« on: June 25, 2016, 06:22:00 AM »

"if you are just giving it away... i live in dallas ive never been id love to go :) theres a group of LMCTF guys who go each year would be cool to meet up with them"

> OK then, the ticket is yours. I'll just need your full name, email address, mailing address and date of birth, so I'll know what to fill into the form to complete the transfer. You can either post it on this thread or PM the info to me. It's your call.

/dev/random / Who wants to go to the QuakeCon of 2016?
« on: June 24, 2016, 07:52:50 PM »

> A few months ago, I registered for the BYOC of this year's QuakeCon, and I was only able to get my ticket because I registered within the first hour. My aunt also signed up for the event, but even though she tried to get the ticket a mere hour and a half after the event, all 2100 tickets had been sold out by then. A month or two later, I decided to withdraw my ticket for the QuakeCon, since I felt that going through all the trouble of arranging the flight and hotel room, dropping ~$1,000, writing a log, and shooting and processing dozens of pictures and movies was not worth the effort if I had to go alone for an eighth trip in a row. I offered the ticket to my aunt, but she said that she didn't want to go to the QuakeCon without me, and my two oldest nephews are too immature to go by themselves.

> I figured that my last option to get rid of my ticket was to come here to TastySpleen, and give the ticket to the first person who asks for it. However, I can't transfer the ticket without knowing the full name, email address, mailing address and date of birth of whoever I'm giving the ticket to, so we'll have to work that out after I know who I'm transferring to. The QuakeCon starts on the fourth of August, which is just over a month away, so please don't take too long to respond.

Quake / Re: APRQ2: Where To Download?
« on: March 18, 2016, 04:13:44 PM »

> Thanks Jay. I'll check it out.

> BTW, is this version on Q2 compatible with a 32-bit system like mine? If it's not, I don't think I'll be able to run it.

Quake / APRQ2: Where To Download?
« on: March 18, 2016, 12:35:50 AM »

> Does anyone know what the latest version of APRQ2 is and where to get it? I'd like to install it on a system that runs on Ubuntu. I managed to find one particular version of it, but I can't compile it, because it insists on using an obsolete version of XMMS that I can't seem to find anywhere online.


> All right, it's done. Version 1.2 of my Austavin Quake 2 PPM has been uploaded to the Tastyspleen archives. Hopefully, this means that Austin will be properly seen by more players when he plays on the servers.


> OK thanks quadz, I'll get to it right away.

Skins, Models and Maps / Austavin updated (Version 1.2)
« on: March 11, 2016, 05:31:32 PM »
> Merely 18 days after the initial release of my Austavin Quake 2 PPM, I'm already ready to release a minor update of the model. In the initial release, I had forgotten to switch the color mode of the Capture The Flag icons from RGB to Index Color, and to apply the Quake 2 palette to the icons. As a result, attempting to use the CTF skins resulted in an error which made the skins unplayable. This problem has been fixed in Version 1.2. The model also had a minor issue where thick seams would be visible on certain parts of the model while running in OpenGL mode. By tweaking both the skin map and the skins themselves, I was able to eliminate the worst of these lines, particularly on the sides of the shirt and on the arms. However, this fix increased the Wasted Space of the skin map from 17% to 20%, but I think that making the model look better in game was well worth it.


> This message is directed towards Quadz, or anyone else who has access to Tastyspleen's model archive. I recently completed a new Quake 2 PPM by the name of Austavin, and I'm writing this to request its conclusion into the archive, so that players on Tastyspleen can see my nephew Austin's model properly when he plays on the server.

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