2017-07-28, 12:01 *
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 41 
 on: 2017-03-10, 09:51 
Started by Phoenix - Last post by StevieBoss1
Hey I have to agree with pheonix that
Quote
Well, from my standpoint I think it's better to correct any potential normals problems before trying to animate a mesh.  That way you KNOW the normals are correct before working keyframes into the question.  It's a good thing to know that collapsing the stack kills that off on a pre-existing animation however! :o

As for why flipping normals doesn't fix it, well... it DOES fix it, but it visibly flips the normals inside Max.  That leaves you with the choice of either having the model look right in max and export incorrectly which is very bad for our purposes, or have the model look inverted in max and export correctly, which isn't much of an improvement.  I've never had trouble with normals or mirror functions in Q2m, and I've never heard of other programs having this problem, so I would write this off to being a "max quirk".

If you need a help I can help you. Just send me a private message so we can have a talk. take care

 42 
 on: 2017-03-09, 04:48 
Started by Phoenix - Last post by Phoenix
I signed up.  I suppose now I wait.

 43 
 on: 2017-03-09, 03:17 
Started by Phoenix - Last post by ~Va^^pyrA~
You can now sign-up for the "closed beta"...

https://quake.bethesda.net/en/signup

 44 
 on: 2017-03-03, 02:49 
Started by ~Va^^pyrA~ - Last post by Phoenix
I'm familiar with EntityPlus's existence, though I've not actually played it.  I made a code donation a while back in the form of a shrink ray that I had coded on the side.  I'm not sure if anything was ever done with it.

I do have the Hunt mod source code still, and Resurgence is not forgotten either.  After 1.0 is completed I do intend to see if it's feasible to integrate that into Gen or not.  Got to make everything else work first!

 45 
 on: 2017-03-03, 01:17 
Started by ~Va^^pyrA~ - Last post by ~Va^^pyrA~
http://www.moddb.com/mods/entityplus

Maybe I'm a few years late to the party, but I don't think I've come across this mod before. I seem to recall the original idea for Generation Arena's "Resurgence" game mode being more akin to the old "Hunt" mod. That is where the new Arena Gladiator's BFG comes from, after all. The "Entity Plus" mod looks to take that to the next level, with enemy patrols and zones, triggered doors and events, usable items (like keys), opening cinematics and voice overs, end level stats, Q2-like mission prompts, etc.

There doesn't appear to be a lot in the way of maps for the mod, but the idea is astounding. Even the two demonstration videos are pretty impressive for what it is. Without yet having played it myself, the only thing that looks off is the enemy behavior. It's clearly using the Q3A bot AI, which seems to result in a lot of sporadic and outright aggressive movements that work fine in the arena, but maybe not so well in a more linear room-by-room style. As I recall, the Hunt mod did a decent job of having different behavior (and sizes!) for the enemy types.

I know it's a looong way off, well after the inevitable 1.0 release even, but Resurgence as an idea always held so much potential. It's hard not to feel a rekindling of excitement when seeing something so similar being implemented elsewhere. Doom - Love

 46 
 on: 2017-03-03, 00:59 
Started by Kain-Xavier - Last post by ~Va^^pyrA~
So... I finally got around to finishing this. Well, restarting it and playing all the way through on Hard this time. I dug out my old Dark Places setup so everything was "reel purdy" for the experience even!

Overall, it's a pretty pleasing episode. It doesn't exactly try anything new, but that's fine, as it almost feels like a collection of "lost levels" in a way. It's ripe with secrets, though none of them were particularly difficult to find. It has some fun triggered events that seem like a step up from what we saw way back in 1996. You could also see a difference in design philosophy with some of the larger, more open battle spaces that cropped up here and there. If I had one complaint, it's that the final level was pretty much a complete rehash of the original.

Maybe, just maybe this is Machine Game's way of telling Bethesda that they would like to give the Quake (ONE!) universe the same type of treatment they gave to Wolfenstein. Slipgate - Smile

 47 
 on: 2017-02-13, 23:53 
Started by Matsilagi - Last post by ~Va^^pyrA~
Aaaaaand ... here they are:

http://www.mediafire.com/download/emnkw4cr77ba55h/q3rskins.pk3

Have fun!

EDIT: Quick update to fix Daemia's bot files.

Really great stuff here, Scal! I saw you also put them up on the Steam Workshop for Quake Live. Good job all around! Slipgate - Smile

 48 
 on: 2017-02-04, 06:58 
Started by Phoenix - Last post by Phoenix
I was nosing around Youtube and ran across some unexpected Generations action.  It seems some Russian fellows have discovered Generations for both Q3 and Q2!  While their skills may not be tournament quality, and the video isn't the greatest quality, they're having a good time and that's what's important!  Check it out!

https://www.youtube.com/playlist?list=PLonQoBgc0aLi1suIaT61X_GDNJJEqysVz

 49 
 on: 2017-01-26, 06:23 
Started by Phoenix - Last post by Phoenix
Ahh, a lot of links are broken now, but I ran across this gem:

https://www.youtube.com/watch?v=WmSYePNs_IM
https://www.youtube.com/watch?v=P4veQxu-NWM

It seems to ship with a built in Time Accelerator powerup!  I think Grunt's going to be jealous.

 50 
 on: 2016-11-16, 02:21 
Started by Phoenix - Last post by scalliano
Cheers for the background, Pho Doom - Thumbs Up! Nice to have a bit of context, even if the statement is still palpably untrue, heh.

I grew up on consoles, back in the days when most (but by no means all) games actually ran at 50fps (I'm in PAL territory) and it was really only in the dawn of mainstream 3D rendering that the framerates began to drop off. Back then it wasn't really as much of an issue as it is now. Hell, even our beloved Doom was locked to 35fps on PC. But as tech has marched on, the old excuses for FPS caps carry less and less weight. I'd be happy to take a hit in visual fidelity if it means that a game runs smoothly. What really winds me up though is when they try and spin a 30fps cap as being "more cinematic". That's as maybe, but that should be MY decision, not theirs. It's that old saying: don't piss in my face and tell me it's raining.

For the record, I'm running 2x GTX970's SLi and DOOM'16 runs great Doom - Love

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