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Thread: [Map] gema_ninja + gema_ctf_template
Post: [Map] gema_ninja + gema_ctf_template
I guess nobody has been waiting for this, but finally I created my first parkour styled map (GEMA) for AC. It is somewhat inspired by Ninja Warrior, hence the name.
The map is playable in CTF-mode an... |
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Mr.Floppy |
Mapping and Modding
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1 |
1,450 |
01 May 22, 06:42PM |
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Thread: AC-Map Design/Clipping etc.
Post: RE: AC-Map Design/Clipping etc.
Hehe, sounds like you got it now. Welcome to cube mapping! :)
You usually will always try to build the majority of your map with geometry and only use mapmodels when geometry isn't sufficient to re... |
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Mr.Floppy |
Mapping and Modding
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9 |
3,468 |
26 Apr 22, 02:30PM |
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Thread: AC-Map Design/Clipping etc.
Post: RE: AC-Map Design/Clipping etc.
Well, it's hard to explain everything I want to say, so I decided I give it a try myself and set up a little proof of concept on how to do 'high fidelity' in AC v1.3 using the cube engine as intended.... |
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Mr.Floppy |
Mapping and Modding
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9 |
3,468 |
24 Apr 22, 04:13PM |
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Thread: AC-Map Design/Clipping etc.
Post: RE: AC-Map Design/Clipping etc.
You can use clip entities, which support 45° rotation and tilting since v1.3. It is a little clumsy to set it up correctly, but it has everything you'd need:
https://parsor.de/shared/clip.jpg
For th... |
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Mr.Floppy |
Mapping and Modding
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9 |
3,468 |
22 Apr 22, 04:34PM |
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Thread: Issue with NVidia Gameready Driver v466.47
Post: Issue with NVidia Gameready Driver v466.47
I have issues with the latest NVidia Gameready Driver v466.47, which will crash the game when loading, about 1 second after the game is fully loaded.
My rig: Win 10 Pro (Build 19041), GeForce RTX 206... |
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Mr.Floppy |
Help!
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0 |
1,295 |
22 May 21, 11:56AM |
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Thread: Regarding haxjump
Post: RE: Regarding haxjump
Summing all up I conclude the discussion concerning haxjump isn't really about 'added movement abilities' or 'raised skill ceiling', but really only about speed.
So, finally we can get everyone into ... |
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Mr.Floppy |
AC Development Blog
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34 |
16,357 |
29 Apr 21, 06:28AM |
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Thread: Regarding haxjump
Post: RE: Regarding haxjump
Sorry, but now I'm confused.
I wasn't talking about strafe runs, but trick jumps that can be performed without haxjump, namely the ones to be found in ac_desert3:
both drops in mid
barrel to wi... |
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Mr.Floppy |
AC Development Blog
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34 |
16,357 |
28 Apr 21, 08:01AM |
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Thread: Regarding haxjump
Post: RE: Regarding haxjump
Kostya Wrote: (26 Apr 21, 08:12PM)
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AC will be boring without it, just smg game without any movements skills.
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I've heard this a few times now and still don't understand where it is c... |
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Mr.Floppy |
AC Development Blog
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34 |
16,357 |
27 Apr 21, 04:10PM |
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Thread: Regarding haxjump
Post: RE: Regarding haxjump
Just for clarification. Edge jump is indeed a intended feature, not a glitch. However, its implementation is the reason for jumping to be glitchy and haxjump even being a thing. |
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Mr.Floppy |
AC Development Blog
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34 |
16,357 |
10 Apr 21, 11:11AM |
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Thread: [2021] Assaultcube developpement
Post: RE: [2021] Assaultcube developpement
sukablya Wrote: (12 Mar 21, 11:42PM)
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From changelog:
Quote:
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Fixed crouching, jumping and doublejumping
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Are u sure? Its a movement techniques for a long time, 99% of gema maps based on thi... |
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Mr.Floppy |
AC Development Blog
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68 |
35,056 |
13 Mar 21, 08:42PM |
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Thread: [2021] Assaultcube developpement
Post: RE: [2021] Assaultcube developpement
RandomPanda Wrote: (03 Mar 21, 01:25AM)
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... what is the point of an official AC map if it's lacking flags...
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Even though CTF is kind of the main game mode today, it wasn't like that back in th... |
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Mr.Floppy |
AC Development Blog
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68 |
35,056 |
03 Mar 21, 06:24PM |
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Thread: [2021] Assaultcube developpement
Post: RE: Assaultcube developpement? AC is it dead?
Sadly, but not quite surprisingly the shared file has been taken over by some jerk already. I hope google docs has some version control in place. |
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Mr.Floppy |
AC Development Blog
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68 |
35,056 |
16 Feb 21, 06:53AM |
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Thread: [2021] Assaultcube developpement
Post: RE: Assaultcube developpement? AC is it dead?
Mr.Floppy Wrote: (19 May 20, 05:57PM)
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Don't get me wrong, I'd love to see things changing direction and development kicking in again, but the kind of miracle required seems too big of a mag... |
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Mr.Floppy |
AC Development Blog
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68 |
35,056 |
09 Feb 21, 06:30PM |
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Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Felix-The-Ghost Wrote: (02 Dec 20, 09:34PM)
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If it was ambiguous, the screenshot with the rotated models is a preview of dynamic orientation with the existing models in-game and no .cfg settings et... |
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Mr.Floppy |
Mapping and Modding
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27 |
10,196 |
08 Dec 20, 06:22PM |
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Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Not sure if I understand you correctly, but the Cube Engine has nothing to do with Quake's Id Engine code wise. As far as I know, that's two completely different approaches to a game engine in terms o... |
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Mr.Floppy |
Mapping and Modding
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27 |
10,196 |
02 Dec 20, 05:23PM |
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Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Well, replacing geometry (the actual cubes) with models could work for certain areas, where additional details are needed, or one needs to get around the vertical limitations, like you can't have more... |
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Mr.Floppy |
Mapping and Modding
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27 |
10,196 |
01 Dec 20, 06:24PM |
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Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Well, actually you came to the same conclusion we have come to years ago, hence the first responses you received further up.
There were attempts in enabling high res textures for Assault Cube for e... |
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Mr.Floppy |
Mapping and Modding
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27 |
10,196 |
30 Nov 20, 12:13PM |
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Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Sounds like you're on the right track. ;)
I've got two little hints which might be of help.
First, concerning the lighting of models. By default a model's vertices are all lit with the same inte... |
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Mr.Floppy |
Mapping and Modding
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27 |
10,196 |
27 Nov 20, 12:16PM |
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Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models
Hi 3XEX and welcome to the community.
Please don't be discourage, even though some of the feedback might come across somewhat dismissive. Actually people are just sharing their experience with the cu... |
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Mr.Floppy |
Mapping and Modding
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27 |
10,196 |
24 Nov 20, 07:23PM |
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Thread: 10th Endorsed Mapping Contest
Post: RE: 10th Endorsed Mapping Contest
Wow, I think we never got the final results to a mapping contest that quick! :)
I haven't build a map in ages and if it wasn't for this contest, surely this would not have changed. Therefore, thanks ... |
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Mr.Floppy |
Mapping and Modding
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18 |
9,874 |
24 Nov 20, 06:38PM |