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Messages - snipperdag

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1
Paintball 2 Discussion / Re: the old school zoom in and zoom out
« on: March 12, 2004, 07:09:27 PM »
For a good zoom script you need to lower sensitivity, mightI recommend this one I have lying around from a different game :)


bind "mouse2" +snipe
alias +snipe "norm_set;snipe_set"
alias -snipe "re_set"
alias snipe_set "hand 2;fov 10;sensitivity 1"
alias norm_set "set _hand $hand;set _fov $fov;set _sens $sensitivity"
alias re_set "set hand $_hand;set fov $_fov;set sensitivity $_sens"


Its fully functional in Pb I tried it before I posted.


Snipperdag :)

2
Paintball 2 Discussion / Re: Global Stats
« on: March 03, 2004, 03:44:47 PM »
Sounds like your looking for some kind of custom aestats :)

http://www.planetquake.com/aeons/aestats/

Its served me well over the years, maybe they can assist in some way. :)


Snipperdag

3
Mapping / Re: Sprite entity in next release? JPG transparenc
« on: March 02, 2004, 02:02:56 PM »
Looking good :)

What do they come out like in a lit map? I'd agree with u sometimes they come across as cheap, but thats down to the brightness of them. They have a habit of looking tacked on. Gamma em down a touch if they dont work so well in darker conditions but im looking forward to the map u got there :)


Snipperdag

4
Mapping / Re: Sprite entity in next release? JPG transparenc
« on: March 02, 2004, 02:52:02 AM »
I can write a tutorial based on paintshop pro 7 if required no probs :)

If anyone uses it though lol


Snipperdag

5
Mapping / Re: makeing maps
« on: March 01, 2004, 04:46:43 AM »
Right i've made me first effort and emailed it to jitspoe. If it doesnt totally suck I might have another go and make biiiiig maps. Just lemme know what u think :)


Snipperdag

6
Mapping / Re: Sprite entity in next release? JPG transparenc
« on: March 01, 2004, 03:14:56 AM »
Quote
Anybody who has played some CS knows that there are some very nice maps that make use of sprites (2d planes that are textured, usually foliage and stuff) to give a nice atmosphere.


I believe we're on about tga texture's with an alpha layer. Theoretically usable in pb? I havent tried yet as im still in the standard pb textures. :)


Snipperdag

7
Mapping / Re: makeing maps
« on: February 28, 2004, 05:14:22 PM »
I hear quark now has a fixed coordinate system which is great news :)

But while Im back in rad is there anyone who fancies advicing me on weapon/spawn placement on the map I knocked up this morning??

My icq is 312803051 if any long term players want to suggest stuff. Its my frst map so probly fair bit of advice needed.


Snipperdag :)

8
Mapping / Re: makeing maps
« on: February 28, 2004, 08:50:01 AM »
If this is Radiant we're talkin about then possibly.

Drag a big brush over the area you want selected and click the Select Inside button somewhere at the top to the left of CSG Subtract (dependant on radiant version)


Snipperdag

9
Mapping / Re: makeing maps
« on: February 27, 2004, 04:32:31 PM »
Do I smell, it took ages for me to get a reply ;)

Quark = Nasty Nasty NO NO! - Too many discrepancies for me when you compile (messed up coordinate system)
The other's i'll take a look at but I just about got a version of radiant to work which is my overall favourite.
Gtk refused to load textures without a crash and q3r isnt really q2 minded so I bodged one together from bits here and there.

As im using the standalone version, can this game be run in software rendered or can I optimise for opengl?? (ie:- custom compile options)

Plus is there anyone who wants to run through wep placement with me when i made somethin :)


Snipperdag

10
Mapping / Re: makeing maps
« on: February 26, 2004, 02:04:29 AM »
Get the documentation done and a pb.def file cos there is a couple kicking round here and its all a bit messy :)

I'll make ya some maps if it becomes less muddy, I done one or two over the years for different games. It'll give me time to fully understand the weps while u do it, I have a tendency to get the nearest and off I go :D


Snipperdag

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