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Everything posted by kristus

  1. It's connected to a sector which top ceiling is the same level as the door's floor.
  2. This weekend we had the second Euro Cup in Doombringer. Jehar was once again the caster and we had some great games. Thanks to everyone who came to play watch or participate in any way.
  3. Don't like messes and it was so easy to just make a pk3 out of the zip. Just rename the folder you put it in to maps and replace the file extention. Dunno why you didn't do that yourself since that would have made installing it less of a mess, even if you ask players to unzip it.
  4. Was using DP. I know you said it had lighting issues. But I just turned off the advanced lighting effects and that usually fixes it. Also made a pk3 out of you package and Quakespasm don't seem to read pk3. EDIT: That said I am using an: Intel Xeon E3-1230 V2 @3.70 GHz Radeon RX 580 16 mb ram Windows 10
  5. Not bad, but you have some pretty bad slowdowns in some places. First place specifically is in the first area you encounter the fiends, this speed issue is not because of the monsters but seem to be more related to r_speeds issues or some vis bug. You need to look into improving the optimisation in areas like that a lot. EDIT: Looking at the map with r_showtris 1 I can see that the're a lot of density to the polygons in that area. Most of them are pretty much just unnecessary compiler polies too. If you worked over your brush usage a bit you could bring that down A LOT.
  6. Way too old to care.
  7. While they haven't really aged all that well. I did enjoy them quite a bit back in the day.
  8. Leaving for Timcon LAN in Liverpool. DB's first proper LAN tournament coming up.
  9. So the game is going to be called Doombringer. You'll be the Doombringer. Shit will die explode and crap like that. It'll be glorious I tell yah. Check out the current alpha version 0.18Alpha. To participate follow the link to the new Doombringer Discord server:
  10. Good shit. I like it. :)
  11. Doombringer Version 0.18 has been released. This verison of Doombringer is supposed to improve the user friendliness of the game for new players. Make the menus more clear and appealing as well as better communicate the game's rules and what is going on in a match when spectating. There's still a lot of work to be done of course. This is just a first few steps to reaching that goal for what currently is a one man team. Get the latest version here: The menus All the menus has been improved upon and given new artwork to replace the previous obvious placeholder art. But also a lot of effort has gone into revising them to be more uniform in structure and content. Removed unnecessary content, straightened out ordering and all round just tightening things up a bit. Another thing that has been added is loading splash screens that will give you something to look at as well as giving brief information on a few things in the game. Currently only weapons are featured here, but eventually more things in the game will get attention. Specatators Spectators can now more clearly see which side of a game they are spectating. This is especially useful in Team games where it before was almost impossible. But now you also have a quicker overview of which player you spectate in Deathmatch (aka FFA) and duel games. Especially in Deathmatch where you now have a good overview who is in the lead and how the player you spectate compare to the leader. More is of course planned for this. But currently there are more pressing issues that I want to focus on for the game that I think will have bigger impact on the game as a whole. Monsters I've started working more on adding monsters to the game. Currently you can load up a classic Quake 1 map and have it populated with a few of the monsters from that game. There's a few issues you will have to be aware of though. Like that you can't change level in the game. Instead you need to use a cvar in the console called "changelevel " should you want to move to the next level in a campaign. Tournament Finally I want to pay some attention to the upcoming tournament we'll be holding. It's called the Road to Timcon tournament. The name is chosen because on the 14th of September I'll be leaving for Liverpool where I'll participate in the TimConlan where Doombringer will be played in a Duel tournament on Lan. The Road to Timcon tournament is intended as a fun warmup to said LAN. It will be hosted by myself and has a pricepool of 50€ and anyone who wants to is welcome to join in. The Road to Timcon tournament will go off on September 9th and can be found here.
  12. I'm a big fan of cyberpunk. Love the shadowrun returns games. Also made my own cyberpunk adventure some 15 years ago called Nimrod.
  13. Eyes go on the middle of the head (from chin to top).
  14. Great to see someone of your experience making a Wrack map. Definitely going to check it out.
  15. There is no perfect game, only perfect games
  16. Thanks, it's certainly going to be interesting moving on to the next step of making the single player aspect of it. :)
  17. I played Doom3 Resurrection of Evil without using the artifact, unless the map specifically required it of you. So apart from a few special cases where you needed the time warp effect to traverse the map and against betruger I played the game through without it. Made it a whole lot more fun. Especially the bosses.
  18. Doombringer v. 0.17 Alpha has been released. A couple of the updates include improved spectator mode. Rudimentary Quake1 support (lets me test Single player using Quake1 maps) and Quake3 map support. New in v0.17 2017-07-20 Game engine: Updated bundled version of Darkplaces to new build. Game: Added small ammo crates for single player. Game: Worked on making barebone versions of monsters soldiers, ogres and fiends for single player. Game: Added compatibility for Quake 1 and Quake 3 maps entities. Game: Sloppy animations applied for Soldiers, Ogres and Fiends. Game: Fixed a bug where you wouldn’t actually be joining the game if you tried to join while the game was in intermission instead causing issues. Still have kinks with this to work out, but it works better now. Rulesets: Updated TDM rulesets with dropped backbacks. Rulesets: ArenaDuel updated. Rulesets: Added AltDuel ruleset. Rulesets: Added RocketArena ruleset. Server: Added option to run your server with dropping backpacks on death. These currently have no model and show up as colorful diamonds. Server: Added option to have tiered armors, specifically for use in modes like TDM and Single player. These aren’t used in Duel. Server: Made sure the server no longer go to crash if no player starts for a given mode can be found. Instead it will give a warning and then opt for using a different type of player start than the one desired. Client: Made sure that spectators are not included in the force model/skin/color adjustment on the client. Maps: Updated Duel1 with additional work being done to it. Maps: Fixed jumppad on Duel4 who’s trigger wasn’t covering the pad properly. Maps: Added rain effect as a test to Duel4. Maps: Updated Duel5 with additional work being done to it. Maps: Added rain effect as a test to Duel5. Maps: Aduel1 added. Maps: Aduel2 added. GFX: Heads and Tails plaque artwork redone. Textures: Changed formats from PNG to DDS. Textures: Skull decal alpha shading fixed. Textures: Worked on different versions of slime textures. Menu: Added menu options with prefab settings for people to pick between, potato (for people with terrible computers), competetive, and casual. Menu: Made first run instance pass you off to the prefabs menu instead of the default options menu. Menu: Added option for Decals on models. Menu: Added option for pain haze effect. Menu: Added option for tesselation on patch meshes to offer a smoother looking curved surface. Menu: Added options to adjust crosshair effect on Zoomfov scope crosshair. Menu: Reorganized the options menu a bit. HUD: Added bold style text messages to the HUD. Currently only used for “you fragged X” type messages. HUD: Fixed the timer in timelimited games. So it will start at 0 when the match starts. HUD: Made the clock return 0:00 when not actively in an ongoing game. HUD: Added scope shadow for zoomfov function. HUD: Added crosshair effect for zoomfov function. HUD: Cleaned up scoreboard and started work on an added end of game effect where the winner is heralded on the screen HUD: Added a pain haze effect that start to show up when you go below 25 hp. Can be adjusted to show more or less, or be deactivated through the options menu. Misc: Added rain particle effect. Sounds: Announcer fraglimit warnings added – 1 frag remains etc. Sounds: Added sounds for entering lava or slime when in a shallow pool. Sounds: Made sure sound effects when swimming in lava or slime doesn’t get overridden by other sounds. Sounds: Added a placeholder sound effect for when the “coin” hits the screen at the end of a game. Configs: Removed deprecated g_warmup_time cvar from configs. Spectators: Made spectators hear client specific sounds sent to whoever they are spectating. Client specific sounds include hitbeeps and announcer messages. Spectators: Made spectators see client specific HUD effects. Like no ammo warnings, and “you fragged X” messages etc.
  19. Why not just apply updates to it if you want new fixes? Either way. I recommend you check out FTEQW as an option to DP. It's a fair bit more developer friendly. I would probably use it myself hade I not already invested so much time into DP. Also check out #qc on IRC.anynet if you haven't already. Edit. Fixed errors put in by my idiot phone's "autocorrect".
  20. A lot of cheapo TFT/LCD monitors have crappy colors. Regardless of IF they are 60or 100+ hz
  21. My appreciation for 120fps depends on the game really. But for games like Quake and so it's a pretty big deal. But 30fps is cancer in most cases. And framerate in console games like bloodborne is distracting with how poor they tend to be. As for monitors. IF I'd buy a new one I'd go for something like Acer Predator Z35 35" . those cuved displays tickle my fancy for a more vr feel.
  22. Long story short. I think it is absolutely fantastic.
  23. You need to use a program like 3d studio and do an md5export using a script like der_ton's md5export.