Search found 21 matches
- 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...
- Sun Oct 09, 2005 12:59 pm
- Forum: First Person Shooters Development
- Topic: The Ascension Of Vigil
- Replies: 789
- Views: 159828
- Sat Sep 10, 2005 11:33 pm
- Forum: First Person Shooters Development
- Topic: The Ascension Of Vigil
- Replies: 789
- Views: 159828
- 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,...
- Sat Jun 11, 2005 8:05 am
- Forum: First Person Shooters Development
- Topic: The Ascension Of Vigil
- Replies: 789
- Views: 159828
- Sat Jun 04, 2005 6:21 pm
- Forum: First Person Shooters Development
- Topic: The Ascension Of Vigil
- Replies: 789
- Views: 159828
- 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...
- 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It's a bit out of date, and I'm working on a .txt file that should be a bit more useful.
It's a bit out of date, and I'm working on a .txt file that should be a bit more useful.
- Sat May 07, 2005 3:39 pm
- Forum: First Person Shooters Development
- Topic: The Ascension Of Vigil
- Replies: 789
- Views: 159828
- 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...
- 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 ...
- 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...
- 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 ...
- 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 ...
- 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...
- Tue Mar 08, 2005 6:30 pm
- Forum: First Person Shooters Development
- Topic: The Ascension Of Vigil
- Replies: 789
- Views: 159828
- 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...
- 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...
- 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...
- Tue Oct 12, 2004 10:04 am
- Forum: First Person Shooters Development
- Topic: The Ascension Of Vigil
- Replies: 789
- Views: 159828
Thanks. The atmosphere is due in large part to the textures that Kell made for me. He rocks. http://kell.spawnpoint.org/DCmad wrote:RPG = the author of map01ae.bsp????????
/me hugs you
i love the dark atmosphere of this map!