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new map- hogtooth


Re: new map- hogtooth

Postby 999 » Jun 7, 2001 @ 7:22pm

Alright, that's great news :)<br><br>
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Re: new map- hogtooth

Postby Dan East » Jun 7, 2001 @ 8:13pm

The -game parameter shouldn't have worked on any device because of a certain oversight by someone who I'm not going to mention by name. ;)<br><br>Dan East
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Re: new map- hogtooth

Postby randall » Jun 8, 2001 @ 2:45pm

I made a room above the arena, with a transparent floor so that spectators can see the entire area. Problem is with Rail, if you add 2 bots it is incredibly slow, even in portrait mode. <br><br>Is there a command for Rail that makes spectators invisible or something that might help speed it up?<br><br>Another problem I came across is the four transport rooms can be abused- players can just sit and wait.<br><br>999 do you have time to look this over? I haven't played it [RA] enough to know what makes a playable RA map.<br><br><br>Last modification: randall - 06/08/01 at 11:45:08
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Re: new map- hogtooth

Postby 999 » Jun 8, 2001 @ 3:27pm

Randall:<br><br>I was thinking, is it possible to make walls invisible if viewed from a specific side?<br><br>If so, why not make your spectator area up top where that portal looking skin is. Spectators would look down from there, as they could see through that wall, while the players cannot.<br><br>Another thing, spectators don't really *need* to watch the match. Some RA2 maps don't offer much visibility for spectators, so that's another idea, just making a box to sit in. Perhaps you can add some nifty looking skins to pass the time perusing.<br><br>BTW-<br>Randall, please give Minion a go, it's quite refreshing in terms of Quake. I really do like this game a lot, mainly because all the enemies ROCK when you play as them. Anyhow, it's in dire need of a PPC friendly map. I'm going to search for dox how, I'll post for those interested in the Minion thread.<br>
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Re: new map- hogtooth

Postby randall » Jun 8, 2001 @ 3:43pm

The great thing about Quake is it is really a thousand games-in-one, because of the huge mod community. I don't have much space anymore on my device because of all the mods I have on it, so I'm going to have to dump some stuff in order to test Minion later tonight.<br><br>I don't know if there is a way to make a wall transparent from one side. I thought there was, since it was possible in Doom, but I can't seem to find anything.<br><br>I think I have an idea though, I'll see if it works.
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Re: new map- hogtooth

Postby Moose or Chuck » Jun 8, 2001 @ 4:57pm

Randall, if it will let you make one side of a brush a SKY texture, that would work. But i think that causes an error in Worldcraft. Might want to check it out though.
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Re: new map- hogtooth

Postby randall » Jun 8, 2001 @ 5:41pm

Quake is kind of funky.<br><br>Each brush has sets its own "content" flag, which means that each brush can only be one type of object- sky, water, solid, entity. The textures store the content information, so you can't have a brush with water on one side and solid on another.<br><br>It was a good idea though.<br><br>Rocket Arena uses the omicron I think, which is a pretty good bot. It doesn't hog alot of CPU, and runs Hogtooth at a decent framerate.<br><br>Does Rail use a different bot? It seems it does, since it runs so much slower.
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Re: new map- hogtooth

Postby 999 » Jun 8, 2001 @ 7:32pm

I'm not sure which bot the RailArena mod uses, I think ELF.<br><br>I've stopped using Omnicron bots, in favor of Frikbots, which feel a little more realisitic. They also don't have much overhead, as they're not as lavish as Omnicron.<br><br>
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