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^We want this! (the link is to a specific post on the site)
All I need in fact is the .map for 'pellet' to get the values I need. :/
Getting best results from proGlquake. Just reducing the polygon count in the two rooms I'd made in the first palce at the moment. I've deffinatly used some wrong values somewhere because the non-portalable walls in the the second chamber don't always render. Been a bit distracted amusing myself playing with the cube in 'phystest'. :)
Whoo! Dusted my processor (first time ever) and my seven year old tower came back to life. Ran 'portal_gun2.3' and mechanically all was well, the walls that weren't meant to be portalable ...wern't. But I was getting major graphical glitches ...I'll have a play around later and see what I can do for it, after all I need to be able to test what I'm making before I press on. (Just dropped by to say things were looking up at my end, fingers crossed I'll be able to resolve the ram issues by extending some brushes.) I'll keep you posted.
I tried dropping the folders as given under /Quake/ and making a shortcut with the right target but it just loaded regular quake. Then I tried moving the config file into the subfolder and moving the whole subfolder out to being under /Quake/ and changed the shortcut's target but I got the same result.
I'm proabbly being stupid about something, in any case my PC's started acting weird again at the moment, I'll get the .zip onto my laptop at try again on that. (which im now using) but I'm going to get a new desk where I'll be able to put down my laptop and use the keyboard speakers and big monitor for either my dying tower or my laptop quite quickly. So I'll probbably make more time for computing.
Ahh man, I'm having a real hard time getting this to run. And I really don't know why. Grrr.
I got excited for a moment damnit.
Almost dragged my sorry *** back to worldcraft. :/
TNX, great tidy list! :)
It looks great ...I feel really guilty not getting back on with mapping ...I've been tied up with all sorts but this hasn't budged from my desktop ..so as they say "has been implies ...might again". :)
Make a shortcut with the relevant target i.e: .../quake.exe -game <portal_gun> ... <-> being the mod folder name.
DBZ in Quake?
I have a headache, I'm busy with driving lessons, I'm too poor to afford my usual vices and I've run out of steam.
I'll return when I'm back at strength.
-I am now on hiatus.
OK, I hadn't seen this video ....I need a copy of this map so I can c&p the values in the portal_proof walls. :|
OK, so I'll want to hold on to Qcide for if I want to edit progs.dat, but given that I can change the colour syntax parsing and have green/orange/grey/red text on a black background really saves on eye strain.
Thanks so much for helping me understand how Quake deals with moveable brushes, thats quite an eye opener.
ATM I've woken upin the middle of the night, so when I feel less crappy I'll have another crack.
Thanks again. :)
Don't really understand the advantages of using Qcide over Notepad++, could you elucidate?
Single-player length: I'm hoping that between people that come on board; once the functionality is there that folks would converge on the design aspect and pul together to make a campaign as long as Quake's shareware, otherwise I'd just do a mini-campaign of four or more levels with 4 'test-chambers' in each.
'func_door' is the part I was trying to replace with 'portalproof' with a value of 'ass_portalproof' (and visa-versa, neither worked).
-Also want to make a 'splash-screen' or 'console-background' for the mod, no idea how to do that.
ATM the portals are blue and orange ...that will have to change.
Darkplaces hates my computer, I can run GLQuake but DP gives me 1 frame every other second ...seriously.
I have Ubuntu on a USB drive but I'm very new to it and got far more interested in QC than learning a new OS, didn't want Ubuntu ..wanted any GNU/Linux but Ubuntu as the hardcore Linux boys hate it for x, y and z reasons and I figured ...lets give the other cats a download first ...Fedora wouldn't install and openSUSE crashed on install, I wish people were still working on DamnSmallLinux being that a 50MB OS is a beautiful thing to behold but sadly I had many problems using it; so I got Ubuntu ...at least I got the CompizCube working. :)
~I've been off the coding and mapping for a few days as my headspace is a bit of a mess ATM, not sleeping etc' but I have every intention of seeing this mod through. :)
W-W-What ....a third mission pack!
Music to my ears!
Wow ...awesome sky texture. :o
I'm just helping R.Siska however I can, made half of an opening level which at this point he's only seen with original quake textures; I want a campaign at least as long as the shareware version of Quake.
Is the portal gun code the same thing; evolved from KQP to you to R.S?
I've been trying to find a list of the patents and copyright protections on Valves Portal to see how we can at least try to cover our butts. This has been a fruitless excersise. All I can think to do is re-name the whole project "Gategun" and aviod words like "testing" ....but if this is based on the code from KQP then valve can get stuffed as far as functionality
goes, then its just a matter of models, textures and maps.
I was hoping I would be able to take a brush (a wall for example) and tie that brush to an entity, change that entity from 'func_door' to the custom entitys name by just typing that in and setting a value of either 'portalproof' or 'ass_portalproof' but working with anything customised other than maps and textures using Qoole, WorldCraft and TexMex is completly alien to me.
Siska's been clear with people over at inside3D that he wants it to be able to run on DosQuake; I've been testing/tweaking lighting and texture alignment in winQuake out of conveinience. The portals themselfs have a graphical error in GLquake, I don't really understand why though.
Question: Should I use a C development suite ...I've just been looking at (and failing to re-code) files in notepad++ as I would mySQL, PHP etc'.
Upload the music plz plz plz. The band is no longer signed as well as the mod being freeware now.
Ahh ...now this could be useful in the Mod I'm (trying to be) helping with.
Can you tell me where in the SOA source-files I'd find the code that makes this possible ..or was there a fairly serious reworking of the code to enable this?
Damn I loves me some PK. =)
Grabbing pick-ups with the harpoon never gets old.
Trying to find the music for this....? PM me if you know.
Thanks, I fear equasional programming being that I suck at mental arithmatic but if I want to understand custom entities and checking wether or not it's my implementation thats giving me unexpected results; I should at least learn to read if not write QC. :)
I've toyed with C, Delphi, PHP and mySQL in the past but I'm only confident with HTML and CSS ...I aspire to be more than a skiddie ...I only hope at the age of 25 I'm not kidding myself that I could take on board equasional programming. :S
I recorded a demo on a map I had started in the style of portal.
Here's the link: temporal-displacement [dot] webege [dot] com/portal-dem [dot] dem
-(Sorry for how I had to type that out, I've not been on the site long enough to post URLs apparently)
Contact me via: firstname.lastname@example.org
Can pk2.2 be used 1st person ....I downloaded this really because I missed the harpoon gun (A-lot) ....also I'm running winquake ...I read that 'bots fail' under winquake ....I thought you meant like squirtbot ...not all the monsters. Will moving over to darkplaces affect my SOA and DOE files?
I'm quite keen to be mapping for you, I'll send a small .bsp in a zip for you to have a look at my handi-work. The reason you dont want to just carve a space out of another block to make a room is because the carve tool can create tiny-tiny-tiny leaks which suck and cause slowness where a box made surface by surface will be tidy and not spill the games playable area into the infinate void ...hence slowness.
e-mail me: email@example.com