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Maps & Textures
2018-02-18, 14:22
Member
715 posts

Registered:
May 2006
I just started a port on databur.st:27516, use /break for "next map"/"skip map". Stats are not done yet. Connect with any client you want. 16 player limit. Running cspree 1.0, FTE SVN 5216.

Maprotation on the server now:

q1q3almostlost.bsp
q1q3asylum_beta2.bsp
q1q3cpm4_beta6.bsp
q1q3cure_beta8.bsp
q1q3dm14.bsp
q1q3elder_beta1.bsp
q1q3evolution_beta2.bsp
q1q3fheights_beta4.bsp
q1q3gaudy_beta2.bsp
q1q3hektik.bsp
q1q3lastgift_beta2.bsp
q1q3monsoon.bsp
q1q3ospdm5.bsp
q1q3phrantic.bsp
q1q3solid.bsp
q1q3thunderstruck.bsp
q1q3toxicity_beta7.bsp
q1q3vertical_beta5.bsp
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2018-02-18, 20:39
Member
315 posts

Registered:
Feb 2006
molgrum wrote:
I just started a port on databur.st:27516, use /break for "next map"/"skip map". Stats are not done yet. Connect with any client you want. 16 player limit. Running cspree 1.0, FTE SVN 5216.

Maprotation on the server now:

q1q3almostlost.bsp
q1q3asylum_beta2.bsp
q1q3cpm4_beta6.bsp
q1q3cure_beta8.bsp
q1q3dm14.bsp
q1q3elder_beta1.bsp
q1q3evolution_beta2.bsp
q1q3fheights_beta4.bsp
q1q3gaudy_beta2.bsp
q1q3hektik.bsp
q1q3lastgift_beta2.bsp
q1q3monsoon.bsp
q1q3ospdm5.bsp
q1q3phrantic.bsp
q1q3solid.bsp
q1q3thunderstruck.bsp
q1q3toxicity_beta7.bsp
q1q3vertical_beta5.bsp


Cool
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2018-02-19, 02:01
News Writer
857 posts

Registered:
Jan 2006
Sinister would be great!
2018-02-19, 09:55
News Writer
857 posts

Registered:
Jan 2006
mick some feedback on maps after playtesting:

almost lost - i think the rail in water which was changed to shaft has unbalanced the map. you have red on one side and everything else on the other. make the water lg an RL instead of an LG and put the LG back in its original place up top.

furiousheights - both red and yellow are in the same room basically. make the armour under mega a yellow instead of a green.

also way too many 15HP around both maps in place of shards. halve them.

cheers!
2018-02-19, 10:16
Administrator
1230 posts

Registered:
Jan 2006
molgrum wrote:
I just started a port on databur.st:27516, use /break for "next map"/"skip map". Stats are not done yet. Connect with any client you want. 16 player limit. Running cspree 1.0, FTE SVN 5216.


does "any client you want" include netQuake clients?
Thanks
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2018-02-19, 15:36
Member
715 posts

Registered:
May 2006
mushi wrote:
molgrum wrote:
I just started a port on databur.st:27516, use /break for "next map"/"skip map". Stats are not done yet. Connect with any client you want. 16 player limit. Running cspree 1.0, FTE SVN 5216.


does "any client you want" include netQuake clients?
Thanks

Yes. For example Darkplaces can connect to the server and FTE will handle it as a Netquake connection.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2018-02-20, 00:36
News Writer
857 posts

Registered:
Jan 2006
mick - I've also found a problem with 'cure'. It won't open in ezQuake unless you add -mem 128 on the command line of the client. Does this mean it is too complex?
2018-02-20, 04:40
Member
181 posts

Registered:
Feb 2011
dirtbox wrote:
mick - I've also found a problem with 'cure'. It won't open in ezQuake unless you add -mem 128 on the command line of the client. Does this mean it is too complex?

Not sure if it's a coincidence, but 2 days ago Meag made a change to default to 128M so you won't have to add the command line argument. See https://github.com/ezQuake/ezquake-source/compare/51a0a6f6bf5e...e4a864205c40

BD
2018-02-21, 16:19
Member
715 posts

Registered:
May 2006
Mick:

q1q3cure_beta8 is missing intermission spots which crashes the server, please add at least one and release a new version. Until then I'm removing cure from the rotation.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2018-02-28, 05:27
Member
315 posts

Registered:
Feb 2006
molgrum wrote:
Mick:

q1q3cure_beta8 is missing intermission spots which crashes the server, please add at least one and release a new version. Until then I'm removing cure from the rotation.


Hmm, looks like there is Intermissions, could it be a missing Player Start entity? Added now any ways

q1q3cure : need ideas/test/bugfix (24bit) : q1q3cure_beta9.zip
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2018-03-01, 10:11
Member
715 posts

Registered:
May 2006
Mick wrote:

Hmm, looks like there is Intermissions, could it be a missing Player Start entity? Added now any ways

q1q3cure : need ideas/test/bugfix (24bit) : q1q3cure_beta9.zip

Are you definitely certain?

grep info_intermission q1q3cure_beta8.bsp

Returns nothing.
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2018-03-01, 14:54
Member
315 posts

Registered:
Feb 2006
molgrum wrote:
Mick wrote:

Hmm, looks like there is Intermissions, could it be a missing Player Start entity? Added now any ways

q1q3cure : need ideas/test/bugfix (24bit) : q1q3cure_beta9.zip

Are you definitely certain?

grep info_intermission q1q3cure_beta8.bsp

Returns nothing.


Not sure about beta8, but they are in beta9 for sure.

grep info_intermission q1q3cure_beta9.bsp
Binary file q1q3cure_beta9.bsp matches
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2018-03-01, 15:15
Member
315 posts

Registered:
Feb 2006
I made a release on github for server admins. Don't know if this is the best way, but this is how it's done for now

https://github.com/mickkn/projectq1q3/releases
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2018-03-01, 19:39
Member
715 posts

Registered:
May 2006
Great, thumbs up

Edit: Would be even better without the one file folders, simply files in the zip and no folders is better
---Where can you see lions? Only in kenya! Come to kenya we've got lions.
2018-03-02, 10:53
Member
315 posts

Registered:
Feb 2006
molgrum wrote:
Great, thumbs up

Edit: Would be even better without the one file folders, simply files in the zip and no folders is better


Stupid MacOS, Iíll fix that
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2018-06-25, 21:14
Member
14 posts

Registered:
Jan 2018
Did a lighting pass on q1q3asylum. Archive contains bsp/map/txt.
DOWNLOAD

Screenshots here: https://imgur.com/a/IX22Do6
2018-06-28, 18:59
Member
315 posts

Registered:
Feb 2006
Rhoq wrote:
Did a lighting pass on q1q3asylum. Archive contains bsp/map/txt.
DOWNLOAD

Screenshots here: https://imgur.com/a/IX22Do6


What exactly did you do ?

Feel free to pull request any improvements to github
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2018-06-30, 17:37
Member
14 posts

Registered:
Jan 2018
Rebuilt the sky brushes and re-lit the map to get window light beaming in, got sky lights to be brighter at the top of the map. Added accent lights to the detail brushes with light textures on them, and to the powerups, weapons, and jump pads. Used ericw's tools to compile.

Happy to submit a pull request, but I might need some help with that. Got permission denied when I tried to push a branch just now. Let me know what the proper steps are.
2018-07-02, 18:41
Member
315 posts

Registered:
Feb 2006
Rhoq wrote:
Rebuilt the sky brushes and re-lit the map to get window light beaming in, got sky lights to be brighter at the top of the map. Added accent lights to the detail brushes with light textures on them, and to the powerups, weapons, and jump pads. Used ericw's tools to compile.

Happy to submit a pull request, but I might need some help with that. Got permission denied when I tried to push a branch just now. Let me know what the proper steps are.


Cool, just removed the collaborators only flag on github, let's see what happens
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2018-07-03, 02:48
Member
14 posts

Registered:
Jan 2018
Nice. I realized I need to clean up one or two more things before I submit anyway, since it's sources and not a compiled bsp. Will let you know when I try to push changes.
2018-07-05, 17:22
Administrator
1230 posts

Registered:
Jan 2006
great! i hope you guys can collaborate so we have a better finished product!

thumbs up!
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2018-07-10, 02:04
Member
782 posts

Registered:
Mar 2006
Noice!
https://mega.nz/#F!pZZnBLCK!fZxeV9Lwa76-CG5mdKlbVA - QuakeFiles
2018-07-10, 10:49
Administrator
1230 posts

Registered:
Jan 2006
i've added the new q1q3asylum to ronaldo servers the other day.
The map looks very good, frames per second are also fine for such a big map. One of my favourite Quake Live maps. Good job.

The only observation i can add is about one jump pad. jump pads are slow in nature, and there's a small one at the center, which is very exposed. that might be better/faster with a teleport up.
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2018-07-11, 01:37
News Writer
857 posts

Registered:
Jan 2006
Would still love to get the source for Lost World in order to convert it to the Quake Live version (it is fat superior to the Q3 version) and also modify ledges like the mega height so it can be played in the same way with a QW player... i think it would make a good QW duel map tbh.
2018-07-11, 19:07
Member
315 posts

Registered:
Feb 2006
dirtbox wrote:
Would still love to get the source for Lost World in order to convert it to the Quake Live version (it is fat superior to the Q3 version) and also modify ledges like the mega height so it can be played in the same way with a QW player... i think it would make a good QW duel map tbh.


https://github.com/mickkn/projectq1q3
ProjectQ1Q3, Frogbot Waypoint and Map Conversion Tutorial @ http://mickkn.mooo.com
2018-08-05, 14:31
Member
16 posts

Registered:
Dec 2017
The MH ledge in the Q3 version is 64 units high. At 125fps in Q3, you can jump on it (48u jump height + 16u airstep allowance)

QW jump height @ 77fps is somewhere between 44 and 48u. I always intended to find out exactly how high, but never got around to it. Likewise you might want to find out if QW's airstep is 16u or not - I have a vague memory that stepping while on the ground in Q1 allows for 18u (and thus QW air stepping might be the same) but I CBF reading the source to find out
2018-08-06, 06:03
Member
16 posts

Registered:
Dec 2017
Actually I also seem to remember that Q3 at 125fps is 66u jump height

Edit: Alternatively you could just add a single ramp brush in front of the MH ledge to make it possible to jump on...
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