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Messages - SquiSHeR

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76
Trouble Shooting / Re: Rain in Q2 map?
« on: June 12, 2009, 12:59:31 PM »
I tried to reproduce it in my own map but
the rain brushes won't let the sunlight pass  through, so that the
whole area gets really dark. Instead the pink color of the rain
texture reflects colorful light itself, messing up my whole lightning
in the map.
Is someone around who knows how to fix this? Maybe Jester or Orange?

77
xatrix / Re: xatrix maps
« on: June 12, 2009, 06:22:15 AM »
Hello console,

PLEASE don't further restrict the mymap functionality on xatrix. Most people should be using R1CH Q2 Client with HTTP downloading anyway, so I do not understand the problem? I'm on a Mac and therefore can't benefit from HTTP downloads, but I am willing to show the patience necessary just for the nice feeling of being surprised by the exploration of interesting new levels.
Being bound to the rule to always play two standard maps between "mymap's" would not be so nice. Just because 1 of 50 people don't have R1CH client all should suffer from it? I don't think so.

78
xatrix / Re: xatrix maps
« on: June 11, 2009, 07:53:28 AM »
Hello Spawny  :heart:
looking forward to play Q2 with you on xrazy! Its a nice game isn't it? ;)

79
Trouble Shooting / Re: Rain in Q2 map?
« on: June 09, 2009, 01:35:39 PM »
never mind, I finally figured it out how to do it. The RUST tutorial seems to be totally faulty, it won't work the way its described there. It suggestes to apply the surface properties "mist, current_dn, trans33 and flowing" to each face of the rain texture, which absolutely makes no sense. Current_dn would push the player down to the ground, disturbing his jumps (like inside waterfalls).

The correct properties to set are: trans33, flowing, mist, detail and translucent (last both were missing in the tutorial to make it work).

I included the fixed example map from the tutorial below.

80
Trouble Shooting / Re: Rain in Q2 map?
« on: June 09, 2009, 10:45:47 AM »

81
Trouble Shooting / Re: Texture problem in huge maps
« on: June 08, 2009, 08:41:11 AM »
thank you reflex for this information (where did you get it from?). I think this anwers my question. Thank you!!

82
Trouble Shooting / Re: Texture problem in huge maps
« on: June 07, 2009, 01:47:02 AM »
Yes its a very huge area!! What is a back clipping plane problem? How to handle it?

83
Trouble Shooting / Re: Rain in Q2 map?
« on: June 06, 2009, 11:42:13 AM »
Oh well, really nice maps you did there. Quite similar to some I imagined to design some day. I like especially the motives with the church, graveyard and jungle (although the trees could use some more "green"). RAIN effect would fit there very nice. If just the one from the RUST tutorial would work...

84
Trouble Shooting / Texture problem in huge maps
« on: June 06, 2009, 10:42:35 AM »
Hi,

I've got a mapping problem with my latest creation. Its a very big map with very long corridors. The problem in Q2 is that it happens that Q2 doesn't draw all textures at the far end of a corridor. I think this is a common problem I have seen in some other custom maps already. It looks like as if you look right into a leak.

Does anybody know this problem? Is it a Q2 bug or can I do something to avoid it?

85
Trouble Shooting / Rain in Q2 map?
« on: June 06, 2009, 09:44:17 AM »
Hello,

I'm interested in bringing rain-effect to my custom Q2 map. With this tutorial I was unsuccessfull though:
http://web.archive.org/web/20080117184712/www.gamedesign.net/node/561

Does anybody know a map which managed to implement it? Or maybe has someone even done it himself?

86
xatrix / Re: xe1dm2a
« on: June 03, 2009, 07:07:10 AM »
I'm still waiting and checking xrazy's mymap everyday. ;( Spawny please reply!



87
xatrix / xe1dm2a
« on: May 16, 2009, 02:56:10 PM »
Hello

Could you please add xe1dm2a to mymap on xrazy. I wanna play it!

Thanks.

SquiSHeR

88
tastyspleen.net / Re: coop3
« on: April 10, 2009, 10:09:31 AM »
I enabled the flame burst weapon. I had to create some new vars in the edict_s structure, a new item in g_items.c, and a new Weapon_Flamethrower function in  p_weapon.c so I'm not sure why the didn't include the weapon. It really was just unfinished.

I've got more tweaks to make. There are issues that they never troubleshooted out of it. For example, the radius that causes damage causes literally 0 damage if it is less than about 35 units wide. This is a glitch with quake 2's radius damage function in general. So I don't think that the weapon ever made it into testing phases. So far as I can tell I reproduced the intended functionality; rapid fire, low damage, slow projectile speed. So until I can work out the kinks, here's just a demo of how it works.

Nice!! A Flamethrower in Q2...WHY NOT. It looks much fun. Now we just need somone who creates a weapon model for it and some nice sounds. :)
I think they left it out because they thought that the Q2 rendered explosions aren't suited for such a weapon. Although I like it.

89
tastyspleen.net / Re: coop3
« on: April 10, 2009, 05:03:55 AM »
I would like some rogue team deathmatch mod. Why have there never been mods for the mission packs. Like for example rogue CTF, rogue rocket arena 2 or rogue battleground??

90
xatrix / Re: New Tastyspleen Server of XATRIX : XRAZY
« on: April 10, 2009, 05:02:30 AM »
Thank you for your new Override, Spawn girl, its awesome. It wqas especially a good idea to put there the agressive music, it gives a nice flare. You should put ambient music in every map!!!

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