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Gregory DG

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Posts posted by Gregory DG


  1. I loaded the adventure pak file into my baseq3 directory and then fired up Q3.  Surprise!  It won't load.   The console reports something about a file that isn't a Jpeg.   If I then delete the adventuredm file, Quake loads fine. I'm running patch 1.31 and had no problems previous to this.

     

    Are you the same person who had this problem on Slashdot? I've never heard of this problem, has anyone else?

     

    What file is it complaining about? Have you tried downloading the map again? (It may be corrupt.)


  2. Let's set up a regular time to get into these deathmatches, shall we?

     

    How about 9pm EST every night? (Or at least until everyone gets tired of the map.)

     

    I will be bouncing between these two until midnight tonight and nightly at 9pm-boredom (EST.)

     

    q3a.bosskey.net

     

    and

     

    66.47.126.26

     

    Let's get some multiplayer playtime in on this map!!


  3. Do you plan on writing a quick tutorial on how you created the map?  Was this a more-or-less straightforward creation of a Quake3 map, based on the 2D map that's already been done and the 2d pictures of the castles?

     

    Yes. ;-)

     

    Nothing really that hard about building the map. I just looked at the original, and went from there.

     

    The hardest part was getting the sky to work. I had to edit the shader files for the textures, and I had no idea how they worked. I somehow lucked into getting the clouds to move. Dunno how I did that. :roll:

     

    Some would say to use Radiant as a map editor. Well, I'm just simple guy who enjoys simple games, and I need a simple editor. ;-) QuArK is really the best one for me.


  4. Maybe it's my graphics card, but a part of the wall-maze structure in the orange maze appears solid when you view it at an angle. It isn't until you see the opening head-on that it's visible. This appears in the passageways that lead to the openings for the white castle-crossway, or the other side with the red/blue rooms.

    I've never seen that happen before. Neither did my testers. (?) Are you refering to the orange floors, or the walls? (The floors do weird things because they are only one pixel higher than the real floor.

     

    I don't know if you designed the map on purpose for this, but it's really a great rocket-jumping map. I like how you can get on-top of the whole world. I also noticed you put some lava pits outside, I guess this is for suicde incase your stuck out there.

    I anticipated getting stuck out there, as you write, with the lava suicide pits. But RJing isn't something I really like too much. Ah well. :-)

     

    I almost though, would think about covering as much of the areas with an invisible ceiling or something, so you can't walk around these areas (or fall in them). I would DEFINITLY adivse putting an invisble or "clear" ceiling over the hidden-room with the three gates and name, it's way to useful to get into that room without going to the proper teleport room in the black castle where the dot would be. I also like how you did that, btw. (:

    You must have some super powerful rockets, because I could never RJ over those walls! (I could do it with a quad BFG though.)

     

    Speaking of Team games, the game will not load in Team Arena, under any configuration I have tried at any rate.

     

    I've also have a problem with the game re-loading with a match of 12 bots involved. I can play one round, but when it goes to re-start, it hangs. And I've never seen Q3 hang before. :/

    I've had it lock up for me too, but only when I was testing it through QuArK. I've NEVER had it freeze playing Quake 3 the standard method.

     

    Thanks again for a great conversion, it's well worth the time and effort you have put in it so far. (: So, when are we going to see the Block as a playable character? :D

    After the CTF map, the blocky character is my next priority. The models are a pain to do however.

     

    Thanks for the Q3 server! I'll jump into a game as soon as I D/L the 1.31 point release (24 meg at 56kb.)


  5. I'm glad someone tipped you off/warned you about the /. posting, hope it doesn't eat all your bandwidth :)

     

    Well, I did think ahead and copied the 5meg map to another server. (Let AT&T get pounded for all I care.)

     

    Since the 20,000 hit post, there have been another 24,000 for a total of 44,000 today. Over 1,000 downloads for the map, making this the most hits (by far) TAT has ever had.

     

    8)


  6. GOOD NEWS!

     

    I'm about ready to unleash Release Candidate 1 to the world! It'll take me awhile to upload it, but it should be there by midnight tonight (Sept.10)

     

    Keep checking TAT until you see the confirmation!

     

    Woohoo!


  7. Whew! I've been in contact with Lx Rudis, composer of Atari Lynx music

    (including Klax, California Games, Gauntlet 3, Ms. Pac-Man, Rampart,

    Shanghai, etc.) for the past few weeks.

     

    I'm happy to announce that The Atari Times has an exclusive interview

    with Lx where he recalls his Epyx and Atari days, how to code music on

    the Lynx, and what it took to get the Jaguar to "roar."

     

    Visit http://www.ataritimes.com/ and check it out!


  8. I've bashed MESS in the past for being a pain to set up, but I have to hand it to them this time. The 7800 emulation is excellent!

     

    Only Klax wouldn't do anything. And Tower Toppler looks bizarre...

     

    Also, is there a reason why Double Dragon and Rampage do not have ROM images available? Is it an Activision thing, or what?


  9. Check out the movie Fast Times at Ridgemont High there's an arcade shot in there and I think there's atari games in the shot.

     

    Are you going to be adding to the list?

     

    Would you like more info if I or anyone sees others? should we email you the info?

     

    Just tell me the movie and the title of the game (or hardware), and I'll add it to the list. Screenshots to anything missing is also welcome.


  10. Just an FYI I:

     

    I tried the game in the following with the following results:

     

    Win XP Pro:

    Cyberstella: Game works...no speech.

    PCAE 2.6: Game Works. Speech works...a little scratchy...is that the way it's supposed to be?

     

    Same with Windows 2000. Looks like NT variants are not compatible.


  11. Ok, I've ditched the camera views with the teleporters. Having too many of them started messing them up. Now there is just a cloudy wall to tell you it is a teleporter.

     

    I've also made it possible for the bots to get around a bit better. They still won't enter a teleporter, but I've modified the map somewhat to give them an fair chance. :wink:

     

    Also, I've spent a lot of time this weekend tweaking the weapon balance to keep the map from becoming a Rocket Arena... It was nice when I ran out of ammo and had to switch to a different weapon several times.

     

    If anyone is interested in testing Beta3, send me an email at [email protected] . I'm getting some great feedback from my testers!


  12. Ok, I've figured out how to make the teleporter show you where you are going. You will look into the teleporter and see exactly where it leads. It still looks a little too advanced for Adventure, but I think I can make it look basic.

     

    Here is a screenshot:

    http://www.ataritimes.com/classics/images/...dv/teleport.jpg

     

    It looks like a white fog before you get close to it though. Also, it sways back and forth annoyingly. Luckily, I can direct the camera to any point in space.


  13. I found the place that brings you outside the map - find the model of the Chalice and face it.  The go left through the teleport.

     

    This has been fixed in the latest beta. Email me at [email protected] for the url to download it.

     

    Also, I've experimented with teleports with a portal that shows you where you are going. But they have a lot of cloudy special effects that I don't think work with Adventure. The black walls tell you it's a teleporter and the new maps on the walls will tell you where you are located.


  14. Oo ... Q3A ... guess the realtime lighting should have tipped it off for me.

     

    This would be a great Q3 mini-TC.  I want.

     

    Now.

     

    :-)

     

    Well, if you're interested, you can help playtest it. Anyone interested (and willing to give feedback - a must!) send me an email at [email protected]


  15. I vote for the white/black castles also but we need to remeber to make sure its somewhat easy to get out - putting them inside means coverage of the doors would be easy (as a CTF fan myself) - Maybe the flags outside with ammo inside the castles :)

     

    I'll likely make a special CTF version of the map, so anything goes. The flags can be anywhere, and the tops of the castles would be a cool idea. Also, I think the Black and White castles are the best places to have them.

     

    How about some suggestions for simplifying the map? Like closing up the black castle maze, removing some rooms, etc? What rooms can be closed for CTF?

     

    It would be easier to alter the map rather than try to make the exisiting one conform to CTF.

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