September 28th, 1998 |
Jobs! Jobs! Jobs! [6:00pm PDT] Gabe Newell, managing director of Valve Software, asked me to post this for all you unemployed net admin/web master type people:
-autolycus |
September 18th, 1998 |
Heeeeeeeeeeres Wally! [9:05am PDT] Ok, I missed a few releases here, but Wally 1.23 is out now. The newest version adds gamma correction exactly like Worldcraft uses (so you can make it brighter without affecting the actual color values). That's pretty damn cool. You can find the new version of Wally on the Wally homepage, and i'll be mirroring the file locally soon. RAD! [9:15am PDT] Speaking of news i've missed lately, my favorite qrad replacement, ArghRad, is up to version 1.03b. I don't know if I need to explain that ArghRad is one of the bestest and top notchiest qrad alternatives around. If I do, well...uh...whatever, reread the last sentence. :) I'll mirror this locally when I have the time, but right now, check it out at Radiosityland (which is pretty much local anyway). Dammit Hillary, I'm having inapropriate relationship right now! [9:20am PDT] Hillary (could it be? do you think? naaaa, it couldn't be! hehe) sends word that...well...i'll just post what was sent.
-autolycus |
September 14th, 1998 |
Oh, by the way [10:00am PDT] I just wanted to say thanks to Jim Molinets, Peter Mack, Zor, and robs for their help and question answering ... made writing up and understanding the Ground Zero entities alot easier. Thanks guys! Now I just need to go out and find this pack in the stores so I can do some testing. =) Quake II Mission Pack 2: Ground Zero [9:30am PDT]
There are some really cool new things in the mission pack! I haven't played it yet, but from a design standpoint, there's tons of fun stuff you can do. You might notice from the above list that trigger_teleport / info_teleport_destination is back (yay!!). Also, one of the coolor things is the target_anger entity, which lets you make one entity (monster) shoot at another (monster or other) entity. There's alot of possibilities with that. Also included in the above zip is a file called GroundZero.def which can be used with QERadiant/QE4 type editors. This is the file I use to get the information from the FGD, and is straight from the Rogue code. It contains all the code comments for the complete Quake2/Ground Zero entity set.Problems 256 .. not in Easy func_door_rotating spawnflag contains the above Appearflags, as well as... 8192 .. Inactive func_rotating entity also has an extra spawnflag... 8192 .. Acc/Dcc Solution For example, if you have a func_rotating with a spawnflag value of 1 (which makes it start "on"), and you wanted to make it not appear in coop, and you wanted it to have acceleration/deceleration, you would add 4096 and 8192 to the spawnflags for a total of 12289. This is obviously just a short term solution. Hopefully we can have a patch out soon that will allow for the extra spawnflag checkboxes that are needed. However, this is just me hoping. That decision is totally up to Valve. And in case you missed it above =) ... -autolycus |
September 4th, 1998 |
Hexen II FGD v1.0! [7:50am PDT] EuctecTic (aka The Man!!) came through with his own revision of the Hexen II FGD which he assures me is quite complete and correct. Since my copy of Hexen II has long since returned to the dust from which it had sprung forth, I can't test this, but I'm sure its perfectly fine. -autolycus |
September 2nd, 1998 |
Hexen II FGD? Problems? Anyone? [2:00pm PDT] Hello? tap tap tap Can anybody hear me? =) I've received about one report of a problem with the Hexen II FGD (worldcraft hexen2 entity support). Is that all there is to it? Come on all you Hexen2 designers, it's in your best interest to stand up and complain now! =) -autolycus |
September 1st, 1998 |
half o with fee thinggy! [3:45pm PDT] Why the hell is that so funny??? I can't explain it. It just is. -autolycus |
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