QExpo in a few days…

QExpo is starting this weekend.  Looking forward to see what everyone else is bringing.

Spoooky...Good news, is this map is done so it’ll definitely make it’s appearance next week… some time. ^_^

See you next week!

QExpo 2011

In case you somehow missed it, QExpo 2011 will be starting this month, and run from the 19th to the 25th.  Get over there and make a booth to show off your Quake related projects!  They don’t have to be finished, just show off screenshots and such.

There will also be some Multiplayer competitions as well as speed mapping and speed modding, as usual.

I have a map ready as well as a mod with the possibility of another mod for release during the event.  I’ll probably also do some reviews (read: dissections) of stuff released during the event too which i’ll later put up here.


First thing to wash ashore here…

Spirit gave me great hosting at Quaddicted for two years but he will no longer be hosting sites there.  Luckily, Slipgate Construct is!

Thanks, Error, for being kind enough to set me up with wordpress here!  Look for my copious blogging in the future!  Oh wait…

So yeah, I can now fully ignore my old wordpress site until those guys decide to delete it.

How to make a map.

so…  i some how stumbled on this webpage: http://www.ehow.com/how_2057344_develop-plot-fiction.html

for fun, i thought i’d just convert this so that it is relevant to mapping.


ne_qcStarter released (1.0.0)

A program of dubious usefulness, this should speed up the creation of frame macros when making a new monster.

I don’t know if there are better options out there, but I enjoy doing this kind of thing so I didn’t really check all that hard.

It’s not terribly difficult to use, just fill in some text boxes and it spits out QC code for monster frame macros.  Things like stand, walk, run…  It doesn’t create anything like the main monster function or setting up .th_xxxx links…  I suppose I might do that if it bothers me enough.

[Download from Quaddicted]

Note that this is a visual basic program, so you’ll need the microsoft VB runtimes.
More detailed instructions are in the readme inside the zip archive.

ne_q1spCompilingGui update (1.0.3)

A couple of oversights were brought up on func_msgboard.  Namely there was no .lit support for coloured lighting nor .pts file support for loading pointfiles in the engine.  This is a small update to address those two points.

Additions in 1.0.3:

-Automatically copies .lit file into output folder.
-Automatically copies .pts file into output folder.

[Download from Quaddicted]

On Quake Weapons:

A little bit about the different weapons available in stock quake.  not really that interesting, just a poorly formatted post where i talk about the q1 guns a bit.


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