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Acrobat

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Posts posted by Acrobat

  1. QtZ is more like CPMA on crack. It's a different game.

     

    I'll be adding a race mode with stats to JA++ though. Already added speedcaps.

    How will it keep times though?

     

    Will a trigger multiple work?

     

    ps again-I don't like the idea of taking out wall strafes though. That's a huge part of quake defrag and warsow racing that's very fun.

  2. Hey can you add a timer system that keeps stats for racing?

     

    I know a jk2 modder who could give you the code or whatever he did to make it in jk2. Basically, the system we have keeps stats of each map.

     

    The Mappers put a trigger multiple at the start (#1) and one at the end (#2)

     

    They timer is continually reset while they inside the start (trigger one overlapping the spawn) but when they leave the trigger, the timer begins. When they hit trigger two, it stops their time.

     

     

    ps- idk why u would want to get rid of wall strafing. I enjoy that part of racing.

  3. http://jkhub.org/files/file/1525-acrobatracingpackage/

     

    It was over 60 megs so I had to link to a file. Let me know if the file submission works.

     

    It's 15 maps that I made, and 7 maps from Boris converted from quake3 with his permission.

     

    They are kinda designed for CPM physics, but nontheless will work for vq3 (base physics)

     

    People can screw around in them or if anyone has a mod set up for timers, I put a trigger multiple at beginning and end so the timers can be used by modders

  4. How can I light a map without using entity lights or shader lights and yet not using fullbright?

     

    i've seen defrag using some sort of dirty command or something like that to simulate shadows, and it looks way better than fullbright and nearly as good as lights.

  5. textures/camera/Vcamera

    {

    qer_editorimage textures/camera/camera.tga

    surfaceparm playerclip

    surfaceparm nolightmap

    portal

    {

    map textures/camera/camera.tga

    blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA

    depthWrite

    alphaGen portal 2048

    }

    }

     

     

    This is the shader I use in jk2 on the screen

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