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Messages - KalTorak

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1
Bugs, Feature Requests, and Feedback / Re: Build 23
« on: May 29, 2008, 01:11:45 AM »


Don't know whats up with the new pgp model...

Floods the console every time you shoot it though.

2
Mapping / BSP .94b Released! - 7/2/2006
« on: July 13, 2006, 02:02:37 PM »
http://www.bspquakeeditor.com/

"BSP lives again! It has been 8 years since a release and at last a new version is finally here."

PS: There are old .ini files and the old version of bsp.exe included in the DP BSP pack.  When installing the DP BSP pack, don't overwrite any files.

PPS: Sorry if this is old news for anyone, I didn't see any posts in the forums about this yet so I just wanted to get the word out there.

http://www.bspquakeeditor.com/files/BSP94b.zip

http://dpball.com/files/mapmaking/bsp_pb2_build015b.zip

- KalTorak

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Other Stuff / Re: -!-Singing competition-!-
« on: March 30, 2006, 10:33:10 PM »
i cant wait  ;D

5
Map Graveyard / kp_beta1
« on: February 20, 2006, 01:41:53 PM »
http://development.gmtt.co.uk/imagehost/KalTorak/kp_beta1.zip

[ directions: extract to ...\paintball2\ ]













ps: i know i should've renamed my texture folder from KalTorak to kaltorak (for the linux users out there, i know it causes problems if there's capital letters in the folder names)

pps: this isn't traditional ctf, the capture triggers right when you grab the flag -- so make sure you set it to end the round when the flag is captured.

ppps: have fun, and the final version will be done soon, because i can tell everyone's not gonna like the whole grab and cap deal.  ;D

6
Map Graveyard / Re: kalaw_beta1
« on: February 12, 2006, 07:14:48 PM »
thank you all for the wonderful posts - im just testing some new textures out and i can tell it's definately taking the right step forward.  jit, as usual you point out everything that needs to be fixed and it's definately much appreciated -- you made a list of stuff i can fix so i dont forget - you're the man :)

my bad about the uppercase folder i didn't intend for that to happen, i even thought about it beforehand but i overlooked it.  autocockers weren't intentional either it was just to test the map out and see how the textures looked.  they look differently in BSP for some reason - it must've been the way i converted them over with Wally...

other than that the little things can easily be fixed, i just need a better system to compile this faster!

8
Mapping / Re: Argh! BSP B15 Has Incorrect Wal Files!
« on: February 12, 2006, 11:54:47 AM »
lol jit it's all good, even though i never would've noticed there was a problem in the first place if you didn't make this post, but still -- ok well, off to re-do some maps with the new pack!!  i wanna see this phong shading you speak of  ;D

9
Map Graveyard / Re: kalfield_beta1
« on: February 08, 2006, 01:53:48 AM »
word jit -- not harsh just the truth.  this map in particular i was gonna do completely different but i just wanted something to play real quick.  these are mostly tests to see what works and what doesn't.  my next project is going to take some time i just wanted to release some tidbits so people don't think i've gone away for a while =]  i'm down for making a map based completely off realistic proportions/objects and i know for a fact it's what's coming next.  i know i should've done this a long time ago, but now that i feel real comfortable with BSP i can really let my imagination run wild =]  no more blocky boxy mediocre maps.  you'll see =]

10
Map Graveyard / Re: kalfield_beta1
« on: February 08, 2006, 12:08:35 AM »
word P!nk the "natural wallhacks" are definitely a nuisance -- it'd be pretty easy to prevent people from going up there by clipping it off, but its fun to hide in the ceiling; we've all done it, c'mon admit it :)

in future releases ill try to clip off areas like the one in the pic so people can't be homo and hack, but at the same time I'd like to keep some places accessable so people can still have a lil fun  :P

11
Map Graveyard / kalfield_beta1
« on: February 07, 2006, 11:16:43 PM »






kalfield_beta1 - have fun and enjoy  ;D - KalTorak

12
Map Graveyard / kalcurve_beta1
« on: February 04, 2006, 10:08:50 PM »






ok so, i know theres like r_speeds problems cause its only ran on fastvis -- my comp cant stay on long enough to run a full vis on this lol.  but thats why this is just a beta  ;D



click the jealous granny to get the map rofl

13
Map Graveyard / Re: [WIP] - kalq3_beta1
« on: December 30, 2005, 10:13:58 PM »
i haven't been using the b15 pack (up until now) =]

when i said i wanna make a final copy, i meant like i wanna do a kickass job on it =]  its a fun simple map, hopefully i'll see it around in map rotations...

i dunno, does everyone go through little mapping sprees once in a while?  like, you just feel the urge to map?  lol  :P

ive been itching to make a map like just a room but it's scaled so the player feels like the size of a mouse.  are there any maps made like that?  i remember seeing a lot of maps like that, some with lots of detail (added .jpg files shouldn't be a problem with dp)  maybe if i take a bunch of pics of random stuff around my room to use it for the map -- only problem is i know that dp doesnt like big open areas (especially with my crappy gfx card)  -- just wondering if it has/can be done.  ;D

15
Map Graveyard / [WIP] - kalq3_beta1
« on: December 29, 2005, 07:32:58 PM »
[kalq3_beta1.bsp] supposed to be a remake of some q3 ctf map, but i colored way outside the lines this time...  ;D

kalq3_beta1.zip

because of the amount of time it took to compile i want to make sure theres no beta 2, only a final version.   ;)

known bugs: i forgot to make the ladders climbable...  ::)  yeah... "forgot"... -- you newbs shouldn't be in the towers anyway!  ha!  oh, and some barrels are the wrong color... i'm lazy.

i'll eventually fix it, for now just have fun  ;D








16
General Development / Re: KalTorak's Sound Pack
« on: December 28, 2005, 01:59:22 AM »
...oh  ;D -- well, yeah -- so.. uhh... yeah.  ;D   :-[   :P   :-X   :o   ;)  yeah.  my bad.  ;D

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