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The world of antitrust is reminiscent of Alice's Wonderland: everything seemingly is, yet apparently isn't, simultaneously. |
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June 26th, 1998 | ![]() |
Tetrisn't [7:00pm PDT] In a random comment, TyR (of TF2 acclaim) gave me a wacky idea: A deathmatch level that is like a tetris game (vaguely) in reverse - Tetrisn't. I made up a quick version in about 20 minutes. It's got 4 DM starts in it. I haven't had time to test it out that much. Heck, it's not even QRAD'd (tho I'm not sure if it needs it). Here's some stats:
So, uh...yeah. :) It's very minimalistic ... no detail, no lighting, and the textures have all been stretched by a scale of 10000 (gives a "flat" look and eliminates bsp splits ... er ... i think). Anyway, for 20 minutes work, there's not alot to look at, but things are working enough to get a 4 player game going. What I'm looking for is opinions: Is it a good idea? Is it dumb? Bad choice of weapons? Need health? Game is too fast? Too slow? Anything. :) And for god's sake, don't judge my design ability on this!!! :) It was done VERY quickly as a test only. The Houdini Act (or something) [7:00pm PDT] Have a good weekend, and week, and weekend. :) -autolycus |
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June 24th, 1998 | ![]() |
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June 23rd, 1998 | ![]() |
Crack Editorial [1:00p PDT] I have written an "editorial is in response to Fargo's editorial "Add On Packs: Pro or Con?" ... [In it] I assert that his statements are based on inaccurate poll results, his market split theory is wrong, and his suggested solutions are economically unsound." Feel free to send me opinions, thoughts, cookie recipes, whatever... -autolycus |
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June 21st, 1998 | ![]() |
Quake II Level Editing [10:10am PDT] PC Games has posted an article on Quake II level design. As a bonus, all the descriptions are based around Worldcraft, so things should sound familiar. User Suggestions [10:00am PDT] Ok, I let a bunch of suggestions build up to make a larger update, and...well...alot of what i got is already covered, or is already a part of Worldcraft (either in 1.5b/1.6, or in 2.0). If I haven't listed your suggestions, its either for that reason, or I saw something wrong with it. Alot of what I left out was good but very very specific, and did not lend itself well to extendability. Other things, like adding pak'ing support and texture creation and modification, simply did not fit into Worldcraft's plan. It is a map editor first and foremost, and Valve is not going to have time to extend into branching areas. (I think I'd rather see them improve the mapping functions anyway, wouldnt you?) That said, I *do* think that it would be cool to have easy access to the other programs (texture, pak, etc) from within Worldcraft, which is why noe of the suggestions I added was for a configurable "External Programs" menu. Again, things to not send in: Suggestions for adding Half-Life support (I thought that would be a no-brainer), suggestions to fix bugs (*we* aren't calling them feature anomalies hehe), suggestions to make it more like <insert other editor here> or more like <professional 3D design program here> - please be quite specific and concise (unlike this here post heh) So, if you think you have a leetass idea, check out the list. If its not there, send it in! :) ... even if i dont post your particular suggestion, i may combine parts of it with other suggestions, etc, etc blah blah. Ok, I'm done.
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June 15th, 1998 | ![]() |
User Suggestions [10:00am PDT] Well, the suggestions are slowing down quite a bit. Here's a few tips if you want to send in suggestions:
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June 14th, 1998 | ![]() |
User Suggestions [10:45am PDT] Wow! Been getting some great suggestions! I'm going to try to update the suggestion page each morning. I should say right now that I am doing this on my own with no involvement from Valve, so there is no guarantee that any of this will see the light of day. However, I *can* guarantee that they will see it, and you will be heard, dabnabit! =)
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June 13th, 1998 | ![]() |
Editor Wars? [1:50pm PDT] Every once in a while I get asked what I think is the best editor. Actually, I get asked often enough to have come up with a stock answer:
QBSP3 and QVIS3, revisited [11:30am PDT] Worldcraft 2.0 - What do you want?? [11:30am PDT] |
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June 11th, 1998 | ![]() |
Where's Wally? [11:00am PDT] Neal White III dropped me some email this morning to tell me that public beta 1.09 of Wally is now available for download. Among the new features added are: a line tool, a poly-line tool, and a ray-line tool. (Apparently the ray-line tool is especially good when coupled with mind altering substances). If you're not familiar with Wally, its an especially leet-ass quake2 texture editor. Support for the other Quake2 based games is also planned, and even non-Quake2 based games, so this is definitely something to check out. -autolycus |
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June 10th, 1998 | ![]() |
Worldcraft 2.0 - a coded message?? [4:00pm PDT] Earlier today I received what appears to be a coded message in relation to Worldcraft 2.0.
Wow, that's smooth! But...what could it mean?? Time will tell... The Reckoning FGD - update² [1:00pm PDT] Daniel Koppel from Xatrix dropped me some email letting me know that there was a missing entity - key_green_key. So, if you're making maps with Worldcraft for The Reckoning, you'll want to get this newer version of the FGD. Thanks Dan!! -autolycus |
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June 7th, 1998 | ![]() |
QBSP3 and QVIS3 and Hint Brushes Demystified [11:00am PDT] Steven Boswell (certainly insane, judging by the following :) has completely ripped apart qbsp3 and qvis3 in an effort to understand their inner workings. He's written a very indepth and informative article explaining how and why the tools do what they do, and what techniques you can use to optimize your maps for fast compile times and fast gameplay. A large portion of the article is dedicated to explaining the proper use of hint brushes, and several example maps are included. I encourage everyone who didn't originally program these tools (hehe) to read this article. -autolycus |
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June 6th, 1998 | ![]() |
Valve/TFS interview stuff There was a bigass interview with some of the Valve and Team Fortresss 2 crew on Undernet #half-life yesterday. There is a log of it available. If you're not in the mood to read an irrelvant rant, go away now. <RANT> I don't want to get off on a rant here, but...what the hell is up with the m4d hAx0r n3wk0r nuking everyone at the interview. Like, everyone is going to think "Oh my god that guy must have a big dick!" ... This is no place to compensate for a small penis and a smaller intellect ok? Ooooooo...you can make my computer crash. I'm sooooooooooo impressed. Well, keep practicing pushing buttons, because when i take time out of my busy schedule of actually leading a productive life doing something i bloody well enjoy to go down to McDonalds, I expect you to be pushing the buttons as fast as possible to make my cheese burger. And at the end of your day, when you're all greasy with hamburger sweat, think to yourself, "I am one 31337 m0f0 hAx0r, I r00l d00d." Yeah, just keep telling yourself that, and maybe, just maybe, you'll be able to postpone the realization that you are a pathetic little zero. </RANT> Ah, now i see why Dennis Miller does that. I feel sooo much better. -autolycus |
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June 1st, 1998 | ![]() |
Quake II, The Reckoning [4:00pm PDT] Worldcraft support for Quake II, The Reckoning (the first Quake II mission pack, by Xatrix) is now available. The new entities in this FGD are:
The Quake2 Workshop has more information on the entities. To use this FGD, place the file in the Worldcraft directory, then create a new game configuration using it. (Worldcraft 1.6+ required) This should be considered a beta version of this FGD, as I don't have a copy of the mission pack yet, and am unable to test it myself. All feedback is appreciated. If the file is not yet mirrored, have patience, it will be within the hour. -autolycus |
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