Search found 137 matches
- Wed Aug 07, 2013 10:32 pm
- Forum: General Discussion
- Topic: Engoo
- Replies: 222
- Views: 58565
Re: Engoo
I went to the Engoo site and downloaded the win binaries. I tried to look at my ITS stuff with the engine but I can't increase the maximum amount of entities. I looked for the max_edict command but it is not supported. I really like the screenshots of what you are doing but I cannot run the engine. ...
- Mon Aug 05, 2013 11:00 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
Re: Quake MOD - In The Shadows
it feels really bright for it being a crypt with zombies walking around. This is a difficult situation to fix because in game the gamma can be tweaked by the player but a screenshot cannot and has to be viewable on multiple devices (monitors, phones, tablets) which all have different levels of brig...
- Sun Aug 04, 2013 1:26 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
Latest Progress
New location - Baramous Keep - New start location
Zombie Knights in the Crypt
Front Entrance to the Keep
Zombie Knights in the Crypt
Front Entrance to the Keep
- Mon Jul 29, 2013 3:25 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
Re: Quake MOD - In The Shadows
@ceriux, most of the time was spent trying to get the feeling of the space right, I wanted the large bricks to appear torn away and the new section (small bricks) awkwardly merged. The brushwork cuts are not complex but I did want the torch light to highlight the underside of the large bricks. The f...
- Mon Jul 29, 2013 12:52 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
Re: Quake MOD - In The Shadows
I am glad people like the Axe, it took a long time to work out something that had the Quake vibe but also felt different from the original axe. Been experimenting with transitions lately and here is a quick large to small brick interlude on the way to the crypt ... http://www.simonoc.com/images/desi...
- Wed Jul 24, 2013 4:14 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
New Progress
New Location, The Chapel of Saint Corthright http://www.simonoc.com/images/design/sp/its40l.jpg http://www.simonoc.com/images/design/sp/its41l.jpg New player weapon model, The Shadow Axe http://www.simonoc.com/images/design/sp/its42l.jpg ... with 5 sets of animations, 5 different skins to show amule...
- Tue Jul 09, 2013 2:53 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6205185
Re: What are you working on?
Why pick 2009 FQ over something like 2012 DirectQ 1.9? Fitz/MarkV/QS are the engines that most people at Func use and the majority of Quake SP is centered around that forum. It is frustrating from a mappers POV to have to test your map on so many different engines, I just want to work with one engi...
- Sun Jul 07, 2013 3:23 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6205185
New Q1SP: Backsteingotik
Download Link - http://www.simonoc.com/files/maps/sp/backstein1e.zip Readme File - http://www.simonoc.com/files/maps/sp/backstein1e_readme.txt Example Screenshot - http://www.simonoc.com/images/design/sp/backstein3l.jpg Just finished another Quake SP map, a towering monolithic brick structure soaked...
- Sat Apr 20, 2013 6:05 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
Re: Quake MOD - In The Shadows
I was short on time this week to map and decided to do a lighting pass in the small hours of the morning. At the time it looked good but in the morning it felt like I was looking through a drunken haze on my screen. The screenshots did require a large amount of PS work to look reasonable and they sh...
- Sat Apr 20, 2013 3:57 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
Re: Quake MOD - In The Shadows
You might notice the big box behavior (hitting the air near a monster) only applies to these missiles, not shotgun blasts and the like (though if desired you can actually get that to happen by passing 2 as the nomonsters parameter (which as dpextensions.qc explains is actually the movement type, li...
- Sat Apr 13, 2013 11:12 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
Re: Quake MOD - In The Shadows
another suggestion i might give is when i was playing stealth mode the monsters didn't hear sounds unless it seemed i fired right next to them (trying to get them to face a certain way or move away from an area) I would suggest increasing the distance at which they can hear your arrows hit the worl...
- Thu Apr 11, 2013 1:37 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
Re: Quake MOD - In The Shadows
@Dr. Shadowborg, yeah the metal ogre's are tough (higher HP) and move faster. The double hammer version is going to an ogre boss, the leader of the Blackforge clan. ----------------------------------------------------------------------- As you all know I love feedback, good, bad or angry it is all f...
- Wed Apr 10, 2013 5:13 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
Re: Quake MOD - In The Shadows
@Dr. Shadowborg, you must have at least one favourite! :D @ceriux, the blades are a rotated model with the bound box changed each frame to match were the blade is to keep the touch function working correctly. These should work on any engine, which is something I still want to maintain. I have got so...
- Wed Apr 10, 2013 12:27 pm
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
Re: Quake MOD - In The Shadows
http://www.simonoc.com/images/design/sp/its21l.jpg http://www.simonoc.com/images/design/sp/its22l.jpg http://www.simonoc.com/images/design/sp/its23l.jpg http://www.simonoc.com/images/design/sp/its24l.jpg New start location called 'Baramous Keep' with stealth training, skill selection and a few trap...
- Tue Mar 26, 2013 10:16 am
- Forum: General Discussion
- Topic: Quake MOD - In The Shadows
- Replies: 246
- Views: 68333
Re: Quake MOD - In The Shadows
@LordHavoc, thanks. I wanted them to co-exist with other quake assets so I tried to keep them true to the original style. @Dr. Shadowborg, yeah the fury knight certainly looks funny with the crazy shoulder pads but when he is up close he is dangerous. I wanted each of the knights to have a different...