Search found 93 matches

by Todtsteltzer
Mon Oct 15, 2007 4:58 pm
Forum: ID Tech
Topic: [MAP]Revenga! beta4
Replies: 14
Views: 5515

Re: [MAP]Revenga! beta4

In addition to the missing sky, the texture of the teleporter (near MH) is missing for me also That's being caused by one of the other map.pk3's in your baseq3 folder. That error exists in many maps that are caused by other custom maps shaderfiles...it's probably the most annoying one to try and fi...
by Todtsteltzer
Sun Oct 14, 2007 1:38 pm
Forum: ID Tech
Topic: [MAP]Revenga! beta4
Replies: 14
Views: 5515

Re: [MAP]Revenga! beta4

In addition to the missing sky, the texture of the teleporter (near MH) is missing for me also:

Code: Select all

trying textures/skies/blacksky.TGA...
WARNING: R_FindImageFile could not find 'textures/skies/blacksky.tga' in
shader 'textures/sfx/pureblack'
Shader textures/sfx/pureblack has a stage with no image
by Todtsteltzer
Wed Oct 03, 2007 1:43 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284926

Re: Screenshots

rgoer wrote:no you may not, I want to play that like now
I second that! (Yeah, Todty is still around Fjoggy ;))
by Todtsteltzer
Tue Sep 18, 2007 3:42 pm
Forum: ID Tech
Topic: Stunning maps - Screenshots
Replies: 49
Views: 17380

Re: Stunning maps - Screenshots

ix-ir wrote:The link to Hipshot's Velvet Yard is dead, does anyone have a working link?
Try the link on this site: http://zfight.com/wireframe/
by Todtsteltzer
Thu Jul 05, 2007 9:23 pm
Forum: ID Tech
Topic: Bot A.I. Question
Replies: 10
Views: 4264

If you're looking for a mod that makes bots smarter, you may give the bot mod Brainworks a try or switch to CPMA , but there's not much you can do in a map to alter the AI of the bots. From the Brainworks readme: ==================== This is a beta version of the brainworks Q3A mod, the mod designed...
by Todtsteltzer
Mon Jul 02, 2007 8:33 am
Forum: ID Tech
Topic: [Q3A] Pyramid of the Magician BOT support
Replies: 10
Views: 3859

Very nice work, sock! :)
by Todtsteltzer
Sat Jun 23, 2007 1:12 pm
Forum: ID Tech
Topic: ospdm2 with bots?
Replies: 5
Views: 3087

No, I have the same problem on my install (OSP 1.03a) 'BotAISetupClient failed' when trying to load a bot in ospdm2 TDM. :confused:
All other maps seem to work fine with bots in TDM, so do the original 'batcula' and 'ChiropteraDM'.
by Todtsteltzer
Fri Jun 22, 2007 7:59 pm
Forum: ID Tech
Topic: ospdm2 with bots?
Replies: 5
Views: 3087

Hi schwim! :)

Hmm, the original map (batcula by nunuk) works fine with bots and the remake (ChiropteraDM by Alcatraz, Nunuk & Sock) doesn't have problems with bots either.
by Todtsteltzer
Mon Jun 11, 2007 6:38 am
Forum: ID Tech
Topic: Shared Map
Replies: 447
Views: 73490

This one was impressive: Ld_ptm1 Beta1

Unfortunately the map has some flaws (especially bot play) that weren't fixed. :(
by Todtsteltzer
Sun Jun 03, 2007 10:10 am
Forum: ID Tech
Topic: Real Hitmodel-model
Replies: 7
Views: 4318

Believe it or not, but it's just a box. ;) "Quake III Arena uses bounding boxes for collision detection. The player resides inside such a bounding box and there is only collision with this bounding box. The detailed player model that is visible in the game is not used for collision detection. T...
by Todtsteltzer
Thu May 31, 2007 1:28 pm
Forum: ID Tech
Topic: Bot talk
Replies: 5
Views: 4605

As corsair and maz0r said each bot has his own chat file (*_t.c), but there are also some chat files with random chat lines, chat lines to chat with the bots and chat lines for teamplay, you'll find these in pak1.pk3: - botfiles\rnd.c - botfiles\rchat.c - botfiles\teamplay.h If you want to modify th...
by Todtsteltzer
Fri May 25, 2007 11:56 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3284926

Hey, I remember this map ;), but TBH I don't think it's a good idea to start Q4 mapping with a map like this.
by Todtsteltzer
Sat Apr 07, 2007 11:06 pm
Forum: ID Tech
Topic: Treyarch is looking for Level Builders!
Replies: 10
Views: 4195

79DieselRabbit wrote:...It's never too late to start mapping, or pick it up again. Being back here has brought back some fond memories for me. I'm even thinking I'm gonna try getting into some Q4 stuff.
Hmm, ok... but it would be really great to see a final version of 79drdm5. ;)
by Todtsteltzer
Thu Mar 22, 2007 11:44 pm
Forum: ID Tech
Topic: New Map: Quake3 - Beyond Reality II - CTF
Replies: 11
Views: 5229

I think they just don't like space floaters... ;)
by Todtsteltzer
Sun Feb 25, 2007 2:33 am
Forum: ID Tech
Topic: [Q3] "The Strange House" Beta 5
Replies: 2
Views: 2323

I agree, the inside of the tower is very dark compared to the outside area.
...and btw do you really think it's necessary to have four Shotguns in this map? ;)
by Todtsteltzer
Sat Jan 13, 2007 8:53 am
Forum: ID Tech
Topic: Q3A: final version of spirit3t1 - prejudice
Replies: 9
Views: 3574

That stuff is in the mapmedia.pk3 ..I didn't even notice it because I always have that .pk3 in my baseq3 folder. It's better to always keep that .pk3 in there, since there are so many map makers that make the error of leaving out textures from it. =/ To many. I know that this texture is in mapmedia...
by Todtsteltzer
Thu Jan 11, 2007 10:34 pm
Forum: ID Tech
Topic: Q3A: final version of spirit3t1 - prejudice
Replies: 9
Views: 3574

Hmm, there are some missing textures: trying textures/sfx/portal2_sfx.TGA... trying textures/gothic_light/ironcrossltred.TGA... WARNING: R_FindImageFile could not find 'textures/gothic_light/ironcrossltred.tga' in shader 'textures/gothic_light/ironcrossltred_4000' Shader textures/gothic_light/ironcr...
by Todtsteltzer
Wed Nov 01, 2006 10:45 pm
Forum: ID Tech
Topic: -skyfix woe
Replies: 15
Views: 3971

I never had problems with skybox seams and the GeForce card(s) I have/had. The problem only appeared on ATI cards AFAIK. Then the -skyfix switch came and now I have the problem, too, with every map that was compiled with -skyfix. :( I don't know if -skyfix solved the seams problem for ATI cards but ...
by Todtsteltzer
Tue Oct 03, 2006 9:34 pm
Forum: ID Tech
Topic: "Random" powerups.
Replies: 7
Views: 2923

You can team items and the involved items will spawn randomly. Detailed informations can be found in the Q3Radiant Editor Manual.
You can see how it works in q3tourney1, the Quad and the Regen are teamed there.
by Todtsteltzer
Mon Aug 14, 2006 1:12 pm
Forum: ID Tech
Topic: Running Mental Beta1 - Bigfoot's come back
Replies: 33
Views: 8447

Welcome back, bigfoot. :) ...on the jump pad with the invisible redirection back into the main map area, maybe you could add a floating jump pad so that people can see where they're going? the redirection feels awkward without the visual clue. I really like the map so far, but I've the same feeling ...
by Todtsteltzer
Thu Jul 27, 2006 11:55 am
Forum: ID Tech
Topic: Searching for a box map
Replies: 6
Views: 2811

My favourite box map for railing practice: Bulldog's Rail Arena, BDRA3
...but it maybe a bit too small and atm (I'm at work) I can't say how many spawns it has.

Btw. Slipgate is my second choice. ;)
by Todtsteltzer
Sat Jul 22, 2006 12:56 pm
Forum: ID Tech
Topic: Inf_speed1 - Quake 3
Replies: 12
Views: 4280

Fjoggs wrote:Placing health in water for sound-cues sounds sorta redundant doesn't it? :p
...
I guess pjw talked about placing health in the water to attract players to jump in. When there's nothing in the water a player won't enter it, hence no sound cue.
Got it, Fjoggy? :p
by Todtsteltzer
Fri Jun 30, 2006 1:12 pm
Forum: ID Tech
Topic: Quake3(Missionpack) CTF "Identity"
Replies: 30
Views: 8111

"Bot support: NO" :(
by Todtsteltzer
Wed Jun 21, 2006 6:37 am
Forum: ID Tech
Topic: [Final] pukka3tourney5 - suboptimal
Replies: 22
Views: 6826

I'm happy to say that Salinga is right on the maps: http://eliteforce2.filefront.com/file/Fascinating_Senselessness;64343 :icon25: It's a great map, some minor fps issues here. EF doesn't have much maps like these... Right after it's release I told sumatra that this would be a great EF map. I'm gla...
by Todtsteltzer
Tue Jun 20, 2006 8:23 pm
Forum: ID Tech
Topic: AEdm7 - AEon's DM 7 Redux - Final!
Replies: 179
Views: 127911

Current Q3A Screenshots for Beta 1+ a) Extra box on arena floor, AP uses new triangle texture, health spread out. b) PG replaces LG in Arena 3, health instead of 50Hx2 it is 25Hx3. c) One RG replaced with LG in Arena 2. d) Toned down lighting on gray crete. Weapons/Items RG , RLx2, SGx2, GLx2, PG ,...