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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...
Mr.Floppy Mapping and Modding 1 1,450 01 May 22, 06:42PM
    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...
Mr.Floppy Mapping and Modding 9 3,468 26 Apr 22, 02:30PM
    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....
Mr.Floppy Mapping and Modding 9 3,468 24 Apr 22, 04:13PM
    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...
Mr.Floppy Mapping and Modding 9 3,468 22 Apr 22, 04:34PM
    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...
Mr.Floppy Help! 0 1,295 22 May 21, 11:56AM
    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 ...
Mr.Floppy AC Development Blog 34 16,357 29 Apr 21, 06:28AM
    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...
Mr.Floppy AC Development Blog 34 16,357 28 Apr 21, 08:01AM
    Thread: Regarding haxjump
Post: RE: Regarding haxjump

Kostya Wrote: (26 Apr 21, 08:12PM) -- ... AC will be boring without it, just smg game without any movements skills. ... -- I've heard this a few times now and still don't understand where it is c...
Mr.Floppy AC Development Blog 34 16,357 27 Apr 21, 04:10PM
    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.
Mr.Floppy AC Development Blog 34 16,357 10 Apr 21, 11:11AM
    Thread: [2021] Assaultcube developpement
Post: RE: [2021] Assaultcube developpement

sukablya Wrote: (12 Mar 21, 11:42PM) -- From changelog: Quote: -- Fixed crouching, jumping and doublejumping -- Are u sure? Its a movement techniques for a long time, 99% of gema maps based on thi...
Mr.Floppy AC Development Blog 68 35,056 13 Mar 21, 08:42PM
    Thread: [2021] Assaultcube developpement
Post: RE: [2021] Assaultcube developpement

RandomPanda Wrote: (03 Mar 21, 01:25AM) -- ... what is the point of an official AC map if it's lacking flags... -- Even though CTF is kind of the main game mode today, it wasn't like that back in th...
Mr.Floppy AC Development Blog 68 35,056 03 Mar 21, 06:24PM
    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.
Mr.Floppy AC Development Blog 68 35,056 16 Feb 21, 06:53AM
    Thread: [2021] Assaultcube developpement
Post: RE: Assaultcube developpement? AC is it dead?

Mr.Floppy Wrote: (19 May 20, 05:57PM) -- ... 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...
Mr.Floppy AC Development Blog 68 35,056 09 Feb 21, 06:30PM
    Thread: Question to NextGen Maps/Models
Post: RE: Question to NextGen Maps/Models

Felix-The-Ghost Wrote: (02 Dec 20, 09:34PM) -- 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...
Mr.Floppy Mapping and Modding 27 10,196 08 Dec 20, 06:22PM
    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...
Mr.Floppy Mapping and Modding 27 10,196 02 Dec 20, 05:23PM
    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...
Mr.Floppy Mapping and Modding 27 10,196 01 Dec 20, 06:24PM
    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...
Mr.Floppy Mapping and Modding 27 10,196 30 Nov 20, 12:13PM
    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...
Mr.Floppy Mapping and Modding 27 10,196 27 Nov 20, 12:16PM
    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...
Mr.Floppy Mapping and Modding 27 10,196 24 Nov 20, 07:23PM
    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 ...
Mr.Floppy Mapping and Modding 18 9,874 24 Nov 20, 06:38PM