Started a new thread, 'cos the original got swamped with a load of bo&*^cks, that I wouldn't want to keep reading through.
Anyway:
Some new screenshots:
Click for bigger ones. That's the second level, just done a rebuild of it, 'cos the first build was sluggish to say the least. Therefore I replaced some expanses of space with "cliffs" and the r_speeds are slightly better. It looks worse but plays better, well smoother at least.
I've lit it, and I've now just gotta populate it and sort out some movement related code, and it'll be onto to level 3
Lookin' good ajay, if you ever need help with something on it just me a shout.
"I'm convinced RenegadeC is in fact not a human, but rather an experimental IRC/QuakeC bot who has the ability to randomly formulate mods and code them, programmed to have a distinct Canadian personality as well."
I wanted to play on my xbox but lunkin showed up in the original quake lvl lol. thats as far as I got. cool though
dont hate me ok my DC died and i dont have the cash for a new one
Since people seem to message me for nuthin!!! I removed my messenger link ha ha ha ha
Vic:
You'd need to open up the pak0.pak and rename maps\spid.bsp to maps\start.bsp
Or if you've hacked together a USB adaptor you can use a usb keyboard to type "map spid.bsp" in the console (w/o quotes)
Then after you get tired of that map you'll have to go back and edit the pak again... this time changing start.bsp back to spid.bsp and renameing racete.bsp to start.bsp
As per the readme... win the race and racete restarts... loose the race and you have an option to go to the next level.
And dont forget... the reason it is only three levels and why you have to go through this trouble to play them is that all that has been released is an early test demo. I'm sure Ajay will be making a proper start/into in some later release.
Another thing... out of curiosity...
Are you using the original release of QuakeX or the one with updated menus, onlinesupport, etc?
Info: just tried it with radquake, and well it sucks, pretty much how it does with winquake, but much worse.
The main problem is the 2nd and 3rd levels, which are pretty huge and just eat up ram; none of the ground textures are displayed, and it crawls to 5 fps at times.
I shan't get into any discussion re: engine - mods, but I doubt if the mod will play with dreamcast. I'll try it with the (original, titanium) DCQuake, just to see "if it's possible"
I'm really not going to split levels so they work in dcquake. I must confess I only get a decent framerate on a 1.5gig pc, so I'm aiming it at that.
Yeah, winquake is messed up.
The levels concerned are 2.7mb and 2.8mb.
I tried it with titanium's quake and well, they didn't even load. However the first level and did and I'd forgotten how good quake looked in that port.
So where does that leave Lunkin & Dreamcast quake? Well, I may have a go at simplifying the problem levels, but for 2 reasons:
- I basically suck at mapping
- The level needs to be what it is (if that makes sense)
I'm not sure whether or not I'll find a solution.
ajay you could use worldcraft's 'toggle texture application', select the sides of a wall that aren't visible and scale them, say by 1000. This will make the mapsize smaller without making them look worse.
Just a quick update, got Lunkin working with winquake with only 2 very brief moments of texture-blacking-out, which really doesn't spolil things. It's now completely playable. I've not tested with RadQuake as I've no cdr's.
First 3 levels are done and dusted. Another new code feature is done, thanks to Wazat at I3d, and I'm well into making level four.
Lots to do, so I'm off. ajay
This looks incredbal I cant wait for it and for it to play on dc WOW.
SCO=SCUM=M$=SCO it keeps repeating
i'm a randite
DYTDMFBSB?
There must have been some mistake
I'm not the one who should be saved
My divinity has been denied
Mary and me were both fucked by God