Search found 163 matches
- Sat Mar 09, 2013 5:52 pm UTC
- Forum: Level Design
- Topic: New advanced map editor for Quake engines: TrenchBroom
- Replies: 45
- Views: 61616
Re: New advanced map editor for Quake engines: TrenchBroom
@illwieckz, this is entirely the wrong thread to discuss the lineage of Unvanquished, but yes, that's pretty much right. As for TrenchBroom vs. Sauerbraten, the two are nothing alike. That screenshot you posted was of Cube, not Sauerbraten, which uses quad trees, not oct trees (which means that, in ...
- Thu Mar 07, 2013 3:09 am UTC
- Forum: Off-topic
- Topic: Tremulous memories
- Replies: 38
- Views: 35340
Re: Tremulous memories
That one game literally took about 4 hours. This wasn't uncommon on X server! I can recall coming home from school, firing up Trem, joining and playing for a half an hour, leaving, and coming back two, three, four hours later only to see the very same game going on ATCS. (Although I did notice a lo...
- Tue Mar 05, 2013 3:51 am UTC
- Forum: Level Design
- Topic: New advanced map editor for Quake engines: TrenchBroom
- Replies: 45
- Views: 61616
Re: New advanced map editor for Quake engines: TrenchBroom
I don't know what Tech Unvanquished uses... We've inherited from ET:XreaL, which is a derivative of XreaL (which is a derivative of ioQuake3, which is a derivative of Quake 3 (as you're well aware)) and Wolf:ET (which is also a derivative of Quake 3), with bits from other Q3 derivatives glued into ...
- Tue Mar 05, 2013 1:32 am UTC
- Forum: Community Development
- Topic: Weapon Sounds
- Replies: 21
- Views: 18657
Re: Weapon Sounds
bump Can I have some feedback on this? Yes, but you won't like it. It sounds like a stapler or similar; it's very tinny and is entirely lacking on the low end. Also, why would switching weapons make that sound? Shouldn't that sound more like rustling of clothes and clinking of D-rings and the like ...
- Sun Mar 03, 2013 10:47 pm UTC
- Forum: General Discussion
- Topic: Alpha 13: one year of Unvanquished!
- Replies: 26
- Views: 22564
Re: Alpha 13: one year of Unvanquished!
DwarfVader wrote:
Just because there are free sounds on the internet does not mean that we should just go right ahead and use them without any sort of remixing. Also, nobody here has the time to do sound stuff; basically, we need dedicated sound people.
- Sun Mar 03, 2013 10:43 pm UTC
- Forum: Ideas & Suggestions
- Topic: velociostrich's roadmap
- Replies: 0
- Views: 1935
velociostrich's roadmap
Hello! This is my "roadmap" or TODO or whatever you'd like to call it. If you have anything that you'd like me to do, please reply to this thread and I'll add whatever you ask somewhere as a reminder and delete your post (to keep the thread from getting cluttered and a mile long). Do note,...
- Sun Mar 03, 2013 6:49 pm UTC
- Forum: General Discussion
- Topic: Interested in helping out?
- Replies: 35
- Views: 27478
- Sun Mar 03, 2013 6:36 pm UTC
- Forum: Level Design
- Topic: New advanced map editor for Quake engines: TrenchBroom
- Replies: 45
- Views: 61616
Re: New advanced map editor for Quake engines: TrenchBroom
Radiant. Never GTK. ...? Radiant uses the Gtk toolkit. I think he was expressing his disdain for that. EDIT: It's not like we don't have other tasks on our todo-list. :p True, but I consider having good tools a high priority as that can save time in the future. If you want to port an editor to our ...
- Sun Mar 03, 2013 2:19 am UTC
- Forum: Level Design
- Topic: New advanced map editor for Quake engines: TrenchBroom
- Replies: 45
- Views: 61616
Re: New advanced map editor for Quake engines: TrenchBroom
That looks fantastic!
Viech wrote:... but I doubt that editor even knows patches since there is a screenshot where someone builds an arc with brushes.
Then I say we fork it and add support!
- Sun Mar 03, 2013 1:29 am UTC
- Forum: General Discussion
- Topic: Alpha 13: one year of Unvanquished!
- Replies: 26
- Views: 22564
Re: Alpha 13: one year of Unvanquished!
Key combinations are easy to memory, and make for >.25 second disguising, allowing players to be effective at that class without having to muck with binds. Atm, it takes 2 seconds to use a menu to do something, and it does not allow the player to move or react while up, whereas the tf2 one does. Th...
