Search found 56 matches

by KungFuSquirrel
Sun Jul 29, 2007 2:48 am
Forum: ID Tech
Topic: [Q4 MP] Poprocks
Replies: 14
Views: 3498

Fantastic use of the prison content; it's easily the best texture set in the game save for maybe the good common textures. It's a damn shame it wasn't in the retail release.

Love the first and last shots in your post especially.
by KungFuSquirrel
Tue Jul 17, 2007 4:28 pm
Forum: ID Tech
Topic: Gearbox Software hiring level designers
Replies: 1
Views: 1709

Gearbox Software hiring level designers

I don't post here that often, but there's some solid talent around these parts so enjoy a brief shill mode post... Straight from our site: ----- Gearbox Software is looking for several level designers to work on an upcoming 3d action title (Full Time and Contract Positions). Responsibilities: Develo...
by KungFuSquirrel
Thu Jul 12, 2007 12:10 pm
Forum: General Discussion
Topic: Thanks Sony. No UT3 for PC/360 until 2008.
Replies: 27
Views: 2300

The PS3 -and- PC versions are shipping in November, with a delayed-release 360 version. Same thing they'd planned before the 360 SKU was announced.
by KungFuSquirrel
Tue Jul 03, 2007 6:25 am
Forum: General Discussion
Topic: Going to Gearbox...
Replies: 51
Views: 8489

ScooterG wrote:
KungFuSquirrel wrote:psst, try ubidays 07: http://www.gametrailers.com/game/2577.html
Hola, Compadre! ;)
Wait, you again? *grumble* :P
by KungFuSquirrel
Tue Jul 03, 2007 2:27 am
Forum: General Discussion
Topic: Going to Gearbox...
Replies: 51
Views: 8489

by KungFuSquirrel
Sun Jun 17, 2007 12:54 pm
Forum: ID Tech
Topic: Simland Website Moved
Replies: 11
Views: 3392

heh, between this and lunaran's new site from a while back I've gotten the re-design urge now, too. Damn you! :(

(ps: I like)
by KungFuSquirrel
Wed May 23, 2007 4:40 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3400417

Alpha textured helicopter as a rotating brush entity, GO!
by KungFuSquirrel
Sun May 20, 2007 1:43 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3400417

holy shit, if it is, id broke the entire single player game, haha. I'd double-check it's set up correctly... trigger the tether which targets the desired AI, and make sure there's enough valid space within the radius to move... if that's all working, then something might be hosed. Could also play th...
by KungFuSquirrel
Mon Apr 02, 2007 7:15 am
Forum: ID Tech
Topic: New Quake4 Map-Like Thing: "Strombine"
Replies: 31
Views: 41315

snazzy indeed, mister lunaran. And with a title like that it'd be hard not to be awesome.
by KungFuSquirrel
Wed Jan 10, 2007 2:41 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3400417

Goddamn do I love the prison textures. Cool stuff, Lukin.
by KungFuSquirrel
Mon Jul 03, 2006 10:45 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3400417

Say hi to Philip Klevestav! :)
by KungFuSquirrel
Sun Jun 11, 2006 11:20 pm
Forum: ID Tech
Topic: Who wants some new Quake4 textures?
Replies: 17
Views: 28329

New textures, yay.

...and my map with them still remains unfinished, boo :(
by KungFuSquirrel
Thu May 04, 2006 12:10 pm
Forum: ID Tech
Topic: AEon's Quake 4 Mapping FAQ - v3.2
Replies: 29
Views: 124178

Make sure you're talking about "clip" and not "full_clip" - "full_clip" also blocks visibility and all weapons fire, which is not so good on a wide scale. :) I'll try write up some more detailed info for you tonight; it was getting late last night or I could have probab...
by KungFuSquirrel
Thu May 04, 2006 5:37 am
Forum: ID Tech
Topic: AEon's Quake 4 Mapping FAQ - v3.2
Replies: 29
Views: 124178

Seems odd to be compiling an FAQ without having touched the game yet yourself. ;) Pretty good coverage so far... things I've noticed: -Visportals work best in pairs. Just having a single portal in an open connection between rooms won't close. Think of it as defining chunks of level to draw at once. ...
by KungFuSquirrel
Sun Apr 09, 2006 4:28 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3400417

You can get an AAS layer working on terrain without 100% precision. AI will trace to the nearest AAS layer (up to maybe 64-96 units or so, I think - don't quote me on that) for pathfinding, but use the collision of the terrain. You can get away with just creating a rough AAS layer under the terrain ...
by KungFuSquirrel
Tue Mar 28, 2006 11:30 pm
Forum: Quake 4 Discussion
Topic: Quake 4 v1.1 Official Point Release - Revoked March 28
Replies: 64
Views: 43811

Yep, they're in there. I guess they weren't mentioned since they were already announced back when that was released.
by KungFuSquirrel
Tue Mar 28, 2006 3:31 pm
Forum: Quake 4 Discussion
Topic: Quake 4 v1.1 Official Point Release - Revoked March 28
Replies: 64
Views: 43811

On the bright side, that map should actually run with this patch.
by KungFuSquirrel
Fri Mar 17, 2006 5:08 pm
Forum: ID Tech
Topic: Q4 - Addon Paks ... is this how to release custom maps?
Replies: 20
Views: 12322

Arg! I don't know how I missed that in my proofreading runs... I'll get that fixed sometime today. Thanks for pointing it out.

As for the xbox/PC stuff, nothing made custom for the PC can be ported to the xbox, at least not without a devkit and the build process.
by KungFuSquirrel
Thu Mar 16, 2006 10:44 pm
Forum: ID Tech
Topic: Q4 - Addon Paks ... is this how to release custom maps?
Replies: 20
Views: 12322

Not going to happen, I'm afraid. We had to do crazy custom mini-builds just to test a single map on the hardware, let alone get the entire game on there. :) Quite a few things are set up differently from the PC version.
by KungFuSquirrel
Thu Mar 16, 2006 4:43 pm
Forum: ID Tech
Topic: Q4 - Addon Paks ... is this how to release custom maps?
Replies: 20
Views: 12322

as posted in the other thread, all the info combined into one big mega entry: http://www.iddevnet.com/quake4/LevelEditor_MPMapDefs

(I also confirmed this morning that the gametype_* keys are 360-only, so yay for that. :) )
by KungFuSquirrel
Thu Mar 16, 2006 4:42 pm
Forum: Quake 4 Discussion
Topic: Mappers, dont forget the addon.conf file!!!
Replies: 22
Views: 53223

And with the official clarification (the system was id's in the first place, so we had about as much to go on as you did :P ), this is now available: http://www.iddevnet.com/quake4/LevelEditor_MPMapDefs Includes the addonPak setup info, plus details on the 360-only keys, examples, etc. and should be...
by KungFuSquirrel
Thu Mar 16, 2006 3:25 pm
Forum: Quake 4 Discussion
Topic: Mappers, dont forget the addon.conf file!!!
Replies: 22
Views: 53223

Hey, so you were right in the first place. Shows me for trying. :P Of course, doesn't help that I misread your problem in the first place! Well done. :)
by KungFuSquirrel
Tue Mar 14, 2006 6:50 pm
Forum: Quake 4 Discussion
Topic: Mappers, dont forget the addon.conf file!!!
Replies: 22
Views: 53223

The maps/ bit was an error on my part but I also suck at folder creation so it balanced out (I was hurredly putting together test stuff on a clean install and forgot where I was :) ) Of course, I may be making all of this up, I came back from lunch and went to verify the path and it's not working fo...
by KungFuSquirrel
Tue Mar 14, 2006 5:14 pm
Forum: Quake 4 Discussion
Topic: Mappers, dont forget the addon.conf file!!!
Replies: 22
Views: 53223

Aww, but I updated it in February with playerModel def info... :P Anyway, what seemed to break things in my test case was leaving the original files in their respective folders under q4base/. Free-floating files override their pk4 equivalents, so I think you're getting conflicts as long as those fil...
by KungFuSquirrel
Wed Mar 08, 2006 4:31 pm
Forum: ID Tech
Topic: Don't clip / unclip stairs in Q4 maps!
Replies: 17
Views: 5595

Dr4ch: Yeah, not sure how the info_locations got there, but they're gone now. As for light detail levels, all levels have tweaks to them (CTF maps are a little more aggressive and embarrassingly enough it seems no one ever did the DM maps). It's only the single toggle (good ol' 5) as in the SP maps,...