Search found 1241 matches

by qbism
Thu Jul 16, 2009 4:17 am
Forum: General Discussion
Topic: make darkplaces look as crappy as you can get it
Replies: 28
Views: 7828

Ranger got some neon Color Wonder.

I'll take a whack at it:

Image
16-bit vid+ low scene brightness+ high gamma
by qbism
Wed Jul 15, 2009 2:20 am
Forum: General Discussion
Topic: Playable mapgen - randomly-generated maps
Replies: 37
Views: 20600

dlight spawning works. Instead of creating a func_dlight I tacked it onto func_wall to get brushes with the light.

Change to func_wall_start in attachments.qc:
void(entity refatt, entity targ) func_wall_start
{
targ.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
targ.solid ...
by qbism
Mon Jul 06, 2009 10:37 pm
Forum: General Discussion
Topic: Playable mapgen - randomly-generated maps
Replies: 37
Views: 20600

Re: Playable mapgen - randomly-generated maps

LordHavoc wrote:could spawn dlights.
That sounds like a good way to visually blend tiles together and light up the monsters. A "func_dlight" with a maplip (maplip determines chance of spawning) would further add variety to spaces.
by qbism
Mon Jul 06, 2009 4:45 pm
Forum: General Discussion
Topic: Playable mapgen - randomly-generated maps
Replies: 37
Views: 20600

Texturing works like standard map, so that aspect could be improved readily. Textures and lightmapping on edges will touch other tiles... something to consider.

Look at Preach's screenshots and maps for texture and lighting examples. It is likely that those maps will be playable.
by qbism
Mon Jul 06, 2009 5:46 am
Forum: General Discussion
Topic: Playable mapgen - randomly-generated maps
Replies: 37
Views: 20600

Playable mapgen - randomly-generated maps

Well, I've been messing with this randomly-generated map mod on-and-off since the 2006 Qexpo. (And this is probably the first post I've started since 2003.) Not a polished product but good enough to share as an interesting concept. It's a mod based on Preach's mapgen. Advancements-

1. Playable with ...
by qbism
Sun Jun 07, 2009 3:54 am
Forum: CSQC Programming
Topic: Tutorial: CSQC GUI Menus
Replies: 49
Views: 135079

Got it working on current FTEQW dev binaries w/ Vista. Yay! Running with vanilla clean qc progs.dat.

Mouse would still not work on Linux-Ubuntu distro running identical progs. So the issue is not the csqc menu source.

Thanks again avirox for the tute.
by qbism
Mon Jun 01, 2009 5:51 am
Forum: General Discussion
Topic: IGN Decides To "discontinue Free Hosting Services"
Replies: 77
Views: 29939

Wow, didn't know old stuff was still there!
Add http://hfx.planetquake.gamespy.com

Canary in the mine:
Image
by qbism
Fri May 22, 2009 4:07 am
Forum: CSQC Programming
Topic: Tutorial: CSQC GUI Menus
Replies: 49
Views: 135079

"X" in center of screen, menu off-center-
Image
by qbism
Fri May 22, 2009 3:36 am
Forum: CSQC Programming
Topic: Tutorial: CSQC GUI Menus
Replies: 49
Views: 135079

:wink: Thanks for the tute, it inspired me to try csqc! I'm a big cut-and-paster from way back.

Source compiled w/o error. Looks like #DEFINE CSQC 1 should be uncommented in first line of system.qc

I bound "testmenu" to a key and the menu popped up, but was not able to mouse-over. I'll reread that ...
by qbism
Thu May 21, 2009 1:47 am
Forum: CSQC Programming
Topic: Tutorial: CSQC GUI Menus
Replies: 49
Views: 135079

by qbism
Thu Nov 04, 2004 8:05 am
Forum: General Discussion
Topic: Bucket O' Margarita + Quake
Replies: 6
Views: 4485

Bucket O' Margarita + Quake

Bucket O' Margarita + Quake is...
(and for the love of all things holy, white/grayish text on a black background! too bright!! too bright!!!)