This site is no longer active and is available for archival purposes only. Registration and login is disabled.

Rocket Arena Mod for PocketQuake


Re: Rocket Arena Mod for PocketQuake

Postby Paul » Apr 22, 2001 @ 7:11pm

No I definitely wouldnt put any of the Pak1 in there.<br><br>Shame I'll soon be 'redundant' but the new PQ site should be amazing anyway, can't wait to see it<br>Last modification: Paul - 04/22/01 at 16:11:04
Paul
pm Insider
 
Posts: 9835
Joined: Apr 2, 2001 @ 3:15pm
Location: California


Re: Rocket Arena Mod for PocketQuake

Postby 999 » Apr 22, 2001 @ 7:44pm

Image
999
pm Member
 
Posts: 1227
Joined: Jan 24, 2001 @ 11:48pm


Re: Rocket Arena Mod for PocketQuake

Postby Paul » Apr 22, 2001 @ 7:46pm

I can upload that in about 5 hours, when I get home<br><br>Maybe I can take the strain off pocketmatrix a little bit<br><br>In that new 'Anything Discussion' board I've managed to get -1 replies by deleting my intial post...<br><br>Last modification: Paul - 04/22/01 at 16:46:32
Paul
pm Insider
 
Posts: 9835
Joined: Apr 2, 2001 @ 3:15pm
Location: California


Re: Rocket Arena Mod for PocketQuake

Postby 999 » Apr 22, 2001 @ 7:47pm

interesting side note:<br>I just made a custom pak file and gzipped it along with all my maps and sounds for Rocket Arena. Anyhow, it comes out to a whopping 2.45 megs, tiny enough to fit on any PocketPC :)<br><br>The load time is decent as well.<br><br>
Image
999
pm Member
 
Posts: 1227
Joined: Jan 24, 2001 @ 11:48pm


Re: Rocket Arena Mod for PocketQuake

Postby Paul » Apr 22, 2001 @ 7:48pm

Have you uploaded that?
Paul
pm Insider
 
Posts: 9835
Joined: Apr 2, 2001 @ 3:15pm
Location: California


Re: Rocket Arena Mod for PocketQuake

Postby 999 » Apr 23, 2001 @ 3:30am

I can't upload my personal pak file ;)<br><br>For starters, it's been hacked to a registered version, and it's got some maps that aren't ready to be released :P<br><br>I've got 3 more maps done, but skinning them is proving to be a real bitch. I want to stick to the Quake motif (something Rocket Arena was great at), but unfortunately am having a really hard time making a map that doesn't appear brown :D<br><br>Like Devise, I think I'll just release them with temporary skins for now, and reskin it later. I'm having quite a challenge finding skins which are good conrasts against the actors from long distances.<br><br>
Image
999
pm Member
 
Posts: 1227
Joined: Jan 24, 2001 @ 11:48pm


Re: Rocket Arena Mod for PocketQuake

Postby 999 » Apr 24, 2001 @ 4:33am

Sniff<br><br>Since I'm not popular anymore (low star count and all), I'm set to make antoher post in this thread to anyone who cares, as well as for my own writing amusements.<br><br>I have redone the "Devise" map using some of Randall's "1 unit lift" method, whereby entities are lifted off the ground, and or moved so to not touch any surrounding entities. Having done so has really sped up the Devise map quite a bit, especially in the area with the ramp to the 3rd runoff. I have also made the lighting a little more appealing, and removed the washed out look.<br><br>Deathbox doesn't need the "lift" method, I'm still getting an excellent fps in that arena, however I did adjust the lighting, the shadows are becoming to intrusive to the flow of the game.<br><br>Reaktor, my new map, will be released in an hour or so, I'm having trouble finding temporary skins that look decent enough. Anyhow, this map is my largest, in terms of rooms. The framerate is also rather nice thanks to the "lift" method.<br><br>A note on the maps, I'm doing this for the gameplay, not how purdy I can make a map. While I would love to deliver an all around package, I'm simply making these maps for my own personal use with RA and have decided to share. <br><br>Overall, I feel I've captured some of the finer elements in RA with the 3 maps I have come up with. I do plan on reskinning these maps some day, but at the moment, I am more interested in filling up my mapcycle routine for RA with fast and furious maps.<br><br>Additionally, my maps have one thing in mind, SPEED (oh and looking shit brown), and I have done my best to keep the R_speeds down below 60, with 98 being the highest. <br><br>If you fancy RA, just bear with the skins, and enjoy the mod and maps.<br><br>
Image
999
pm Member
 
Posts: 1227
Joined: Jan 24, 2001 @ 11:48pm


Re: Rocket Arena Mod for PocketQuake

Postby Paul » Apr 24, 2001 @ 4:48am

Are you still making a new skin for PQ?
Paul
pm Insider
 
Posts: 9835
Joined: Apr 2, 2001 @ 3:15pm
Location: California


Re: Rocket Arena Mod for PocketQuake

Postby Moose or Chuck » Apr 24, 2001 @ 5:13am

paul with this ra configured pak0.pak do i have to put the maps on i want or are they already there??
Moose or Chuck
 


Re: Rocket Arena Mod for PocketQuake

Postby Moose or Chuck » Apr 24, 2001 @ 5:17am

also, 999 could you please send me a commented form of the ra autoexec.cfg i want to see which binds go to what button and what not so i can convert it to mips :)
Moose or Chuck
 


Re: Rocket Arena Mod for PocketQuake

Postby Moose or Chuck » Apr 24, 2001 @ 5:20am

Moose or Chuck
 


Re: Rocket Arena Mod for PocketQuake

Postby Paul » Apr 24, 2001 @ 5:29am

Paul
pm Insider
 
Posts: 9835
Joined: Apr 2, 2001 @ 3:15pm
Location: California


Re: Rocket Arena Mod for PocketQuake

Postby 999 » Apr 24, 2001 @ 5:33am

Image
999
pm Member
 
Posts: 1227
Joined: Jan 24, 2001 @ 11:48pm


Re: Rocket Arena Mod for PocketQuake

Postby Moose or Chuck » Apr 24, 2001 @ 5:35am

echo "999.cfg"<br>echo "pocketmatrix.com/pocketquake"<br>r_waterwarp "0"<br>crosshair "1" <br>viewsize "100.000000"<br>sensitivity "6.000000"<br><br>//Dan East:<br>//Quake's default _snd_mixahead default is 0.1, which results in interrupted, pulsating sound<br>//on a 206mhz iPaq.  A value f 0.15 is required for smooth sound.<br>_snd_mixahead "0.15"<br><br>bind "AUX2" "+klook"<br>bind "AUX4" "menu_load"<br>bing "AUX4" "togglemenu" <br>bind "AUX1" "+jump"<br><br>bind "UPARROW" "+forward"<br>bind "DOWNARROW" "+back"<br>bind "LEFTARROW" "+left"<br>bind "RIGHTARROW" "+right"<br>bind "AUX4" "+moveleft"<br>bind "AUX5" "+moveright"<br>bind "JOY1" "centerview"<br>bind "AUX3" "+attack"<br> <br><br>alias +thunderbolt "impulse 8; +attack"<br>alias -thunderbolt "impulse 2; impulse 3; impulse 4; impulse 5; impulse 6; impulse 7; -attack"<br><br>alias addbot "impulse 205"<br>alias add4bots "impulse 208"<br>alias observer "impulse 212"<br>alias updatebots "impulse 214"<br>alias verbosebots "impulse 215"<br>alias restrict "impulse 218"<br>alias superrestrict "impulse 219"<br>alias scores "impulse 210"<br>alias frags "impulse 220"<br>alias skinup "impulse 200"<br>alias skindown "impulse 201"<br>alias skinmode "impulse 202"<br>alias top3 "impulse 222"<br>alias updateskin "impulse 221"<br><br>bind b addbot<br>bind n add4bots<br>bind m frags<br>bind v verbosebots<br>bind o observer<br>bind q top3<br>bind [ skinup<br>bind ] skindown<br>bind p skinmode<br>bind q "exec ramapload.cfg" // i added this in to exec your ra thingy, but it didn't work :/<br><br>deathmatch 1<br>
Moose or Chuck
 


Re: Rocket Arena Mod for PocketQuake

Postby Moose or Chuck » Apr 24, 2001 @ 5:40am

paul, for your omincron .pak file to work, you'd need to release the bindings that omincron uses :) so i can know how to start a bot or somethin. now that i deleted all my damn bot configuured stuff<br>u guys sux :)
Moose or Chuck
 


PreviousNext

Return to Pocket Quake 1 and 2


Sort


Forum Description

Discuss Pocket Quake 1 and 2 by Dan East

Moderators:

Dan East, sponge, James S

Forum permissions

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

cron