Search found 21 matches

by RPG
Fri Nov 18, 2005 9:30 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

Nice! How many levels are completed so far? I remember playing the first level a couple months ago. Map02 is basically done. I'm just waiting for Tyne to add the necessary entities and monsters that I designed, and then I just need to tweak it all before officially releasing it. Hopefully I can sta...
by RPG
Sun Oct 09, 2005 12:59 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

law56ker wrote:Hmm it's been a month what is happening?
Still waiting for Tyne to finish coding the stuff for map02.
by RPG
Sat Sep 10, 2005 11:33 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

Map02 is coming soon, which should help alleviate that problem. Tyne and I are working out the new stuff for the new version, and when that gets all set up the next map will be nearly done.
by RPG
Sun Jul 17, 2005 5:54 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

Err, yeah. So obviously I've been absent for a while. Work ate a lot of my time, and after being at a computer 52-56 hours a week I didn't feel much like mapping at home. They laid off a bunch of people--including myself--so I'll have more time now. I want to get a bunch of maps done pretty quickly,...
by RPG
Sat Jun 11, 2005 8:05 am
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

Here's an update from me: Not much progress from me on Map02 lately. My new job has been sucking up a lot of hours, and I've usually had other things I had to do in the evenings. However, things are calming down a bit so I should be able to get back to mapping in the near future.
by RPG
Sat Jun 04, 2005 6:21 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

DCmad: I've been really busy lately because I started a new job. Feel free to e-mail me at the address listed in my profile.
by RPG
Tue May 17, 2005 11:47 am
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

Law56ker: As far as tools are concerned, I use GTKRadiant 1.5. It seems like a lot of people doing Q1 maps (especially coders) use WorldCraft. I dunno where to get WorldCraft, so you'll have to ask someone else for that. GTKRadiant is available here: http://qeradiant.com/ You can find all the compil...
by RPG
Mon May 16, 2005 4:34 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

Law56ker: The most up-to-date info is here: http://geocities.yahoo.com.br/joaoviss2/TAoV.htm

It's a bit out of date, and I'm working on a .txt file that should be a bit more useful.
by RPG
Sat May 07, 2005 3:39 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

Tyne wrote:I've emailed RPG lately and apparently he's started some work on Map02 and it's coming along well according to him.
Map02 rocks looks really cool so far and I think you'll really like it when Tyne codes the monsters I've asked him to.

BTW, I'm pnosting druk.
by RPG
Mon Apr 25, 2005 12:44 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

Actually, you can cast fire beam before you have 100 MP it's just their will be a short rest time with it, firebeam is his strongest spell and is able to take out a hell knight in one beam; the idea is you're suppoused to be able to fully cast it later on in the game with the resting time eliminate...
by RPG
Sun Apr 24, 2005 2:27 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

3. 100MP for a Fire Beam is way too expensive. Maybe spell costs should be more balanced. For a tester like me, was hard to level up untill i could have 100MP to do a single FB. Infact, i didn't yet. I have to agree here. I think that in general the spells are not as useful as they could or should ...
by RPG
Sun Apr 03, 2005 8:04 am
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

Have you ever considered looking into the Quake licensing issues, and assembling standalone commercial versions of your work? The way I look at it is one of two ways: 1) revenue would need to be shared with a lot of people, who would need to be tracked down and have a contract worked out; or 2) tha...
by RPG
Sat Apr 02, 2005 5:42 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

I played your mod and am quite impressed, one thing that whould make it better though is if you could make the lead characters animation more lifelike, his neck and body seem stiff, is there anyway you can make him have a static animation and to make his body less stiff when he moves? I agree with ...
by RPG
Fri Apr 01, 2005 12:21 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

I was wondering if it is possible to implement weather effects for some levels, such as rain, snow, fog etc.... Rain and snow are possible, but the effect is a little hard to pull off believably. Tyne and I have so far thought it wasn't worth implementing. Fog, on the other hand, is pretty easy to ...
by RPG
Tue Mar 22, 2005 10:54 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

I've been working on it for quite some time, but Vigil now has the proper spell-selection icons. Here's a pic of him scoping out the new fireball scroll: UPDATE: I added a set of arrows to show novices to scroll through the list. And there's a scrollbar to show you where you are in the list, too! ht...
by RPG
Tue Mar 08, 2005 6:30 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

Not sure if this is a big issue, but in the first level, around the boss, I keep falling through the floor if I walk up towards the cliff wall ^_^ /problem can easily be fixed. "Just dont walk into the cliff wall!" Thanks for the input. First of all, I've noticed this problem too, but I'v...
by RPG
Thu Nov 04, 2004 6:39 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

BTW, what's called the map after map01.bsp? i renamed my map to map02.bsp, but the game freezes after i finish map01. map01 links to a non-existant test version called map01ah. This has been fixed, along with a compile error which should make some engines like DarkPlaces a little happier. I'll send...
by RPG
Sat Oct 30, 2004 4:48 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

The world polygon count has decreased by about 20-40% in the trouble spots. Before, some areas would have r_speeds up to about 950, but now they never go above 700. I'm not sure what the framerate is like on the Dreamcast, but the r_speeds now are pretty close to what they were in some of the origin...
by RPG
Sat Oct 30, 2004 3:17 pm
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

I took a screenie of where it happened, but I couldn't repeat the bug. I was standing about this place in the pic when I somehow fell out of the map. I checked the map in the game and the editor, but I couldn't reproduce the bug or see why it happened. There is a cutnodeportals error in hull 0, but...
by RPG
Tue Oct 12, 2004 10:04 am
Forum: First Person Shooters Development
Topic: The Ascension Of Vigil
Replies: 789
Views: 159828

DCmad wrote:RPG = the author of map01ae.bsp????????
/me hugs you :kiss)
i love the dark atmosphere of this map!
Thanks. :) The atmosphere is due in large part to the textures that Kell made for me. He rocks. http://kell.spawnpoint.org/