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  3. KungFuSquirrel

Posts by KungFuSquirrel

  • Got the all-clear to post some Quake tidbits...

    • KungFuSquirrel
    • November 29, 2005 at 10:18 PM

    oh, ha. well, nevermind then.

  • Got the all-clear to post some Quake tidbits...

    • KungFuSquirrel
    • November 29, 2005 at 9:17 PM

    that was the texturing and lighting, the original architecture was by bob bettenberg. to clarify.

    I did the best I could to keep credit where credit was due, so if anything might not be clear let me know and I'll fix it. Don't want to take the claim for anything that I'm not fully responsible for.

  • Got the all-clear to post some Quake tidbits...

    • KungFuSquirrel
    • November 29, 2005 at 8:44 PM

    Full listing on my site (here: http://www.button-masher.net/content.php?c=38 ), here's a quick sampling:

    construction, texturing, lighting, etc:

    [Blocked Image: http://www.button-masher.net/images/screens/q4/q4_walker_1.jpg]

    lighting:

    [Blocked Image: http://www.button-masher.net/images/screens/q4/q4_storage2_2.jpg]

    [Blocked Image: http://www.button-masher.net/images/screens/q4/q4_storage2_3.jpg]

    scripting (made this madness move, woo!):

    [Blocked Image: http://www.button-masher.net/images/screens/q4/q4_scriptedbit_3.jpg]

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • November 28, 2005 at 5:19 PM
    Quote from Minotauro

    Looks different and cool for a fortress forever map, gj spacer. Did you make the textures too ?

    The textures are EvilLair's new pack for q4 (eX or something, I think it's his 10th). Good set; looks pretty good in HL2 as well.

  • Sony makes a bold move to push it's console..

    • KungFuSquirrel
    • November 24, 2005 at 6:35 PM

    I think Thrik needs to stop saying "gob" already.

  • The HD Era Begins - 360 Fnazzle

    • KungFuSquirrel
    • November 22, 2005 at 7:17 PM

    woo! got mine!

    going home until monday

  • Source SDK Beta

    • KungFuSquirrel
    • November 22, 2005 at 4:42 PM
    Quote from ReNo

    Yes there is, and displacements are shown properly too - that's one of the nicest (and most bloody necessary) updates

    oh bloody hell, my version must not have updated properly! curses!

  • Source SDK Beta

    • KungFuSquirrel
    • November 22, 2005 at 4:06 PM

    well, there's been whispers of it forever. I'd hold off getting too eager until hearing from a more reputable source, heh.

    When they make the texture window stop stealing focus and make it easier to save custom window positions, I might doodle in it some more.

    Oh, but there's still no wireframe models in the grid views, boo!

  • The HD Era Begins - 360 Fnazzle

    • KungFuSquirrel
    • November 22, 2005 at 2:50 PM

    Mine should be arriving today... we got a nice order deal for being developers on it. Still roughly the same price, but got a few extras included for the hard drive version. Probably wouldn't have gotten one until the frenzy settled down otherwise.

    Played the Kameo demo here at work; really enjoyed that... already picked up that and PDZ, and I'm planning on snagging Kong for this platform and Condemned at some point as well. Pretty solid launch as far as titles and variety as far as I'm concerned.

    What should be nice is some of the titles that got delayed from launch hitting early next year in what is usually that void of nothingness. Would love to see more titles make their way out in the early part of the year.

  • Source SDK Beta

    • KungFuSquirrel
    • November 22, 2005 at 1:41 PM
    Quote from insta

    move vertexes in the 3d view

    That was the one thing that did work in the 3d view before

  • New Steam Games Agreement.

    • KungFuSquirrel
    • November 19, 2005 at 5:33 PM
    Quote from Hourences

    And also the people who are only in it to get a job and who then abandon their product and disappear when they're hired..you cant say they did it (partially) for fun in such case..

    Well, when you get that type of opportunity, you can't just pass it up. I certainly didn't do so lightly when I got hired, but under the circumstances leaving my amateur work behind was what I had to do. We lost a lot of people to jobs, but every one of them looked for ways to contribute after the fact, even in small capacity, but it was always their company's policies that ended up interfering, not their own doing.

    I would venture that most everyone here with a job started out for fun, but then was presented with the opportunity to take their work to the next level, and then took it. I still love what I do and take every effort to do stuff in my spare time, finding whatever loophole I can in the no outside work clauses of my employment

    err, maybe reading again that's not the type of situation you're pointing to anyway... so I might be typing this in completely the wrong context, but oh well! I don't feel like wasting the text, so here yo go

  • New Steam Games Agreement.

    • KungFuSquirrel
    • November 19, 2005 at 3:52 PM
    Quote from Kedhrin

    And I want you to post this to any 'mod' leaders out there, especially the NS guys.

    Charlie quit his industry job of years and lived off saved money on the gamble that what he was doing might pay off, and used NS as a proof-of-concept. That proof-of-concept succeeded, so he's now built a core team and started securing investor funding (as well as doing contract work for some smaller titles) to go the full retail route, all while still supporting the free community (and stating that NS itself will always be free) as well as sort of overseeing the NS team's Source plans.

    Any number of people I know and/or work (or worked) with have said that they would do exactly the same thing if they were to aspire to their own studio. Mods offer the perfect testbed for that purpose - no cost to develop, all your tools already exist, etc. - so they have definitely become dual-role. There's still plenty of just-for-fun stuff, but they are a viable platform to use as a stepping stone as well.

    So yeah, you bring up a number of valid points, but I think you're singling out the wrong guy here.

  • Quake4 1.04 Patch, SDK released

    • KungFuSquirrel
    • November 16, 2005 at 10:07 PM

    stop commenting and go make stuff for our game, you goons!

    Tequila: pretty simple. arrow keys for forward/backward, turn left/right. d and c move the camera up and down, a and z look up and down... kinda like old-school quake controls, heh.

    Mouse movement is with the right mouse button, you can do forward/backward and turn left/right by holding mouse2 and dragging away from the center of the camera, further away = faster (and speed can be adjusted in the preferences) Ctrl + mouse2 pans, and you can use d and c with the mouse control to get vertical movement.

    easier to demonstrate than to type, heh... once you get used to it it's fine

  • Quake4 1.04 Patch, SDK released

    • KungFuSquirrel
    • November 16, 2005 at 6:47 PM

    This is also the traditional "id removes the CD check" patch. Hooray more accessible editor!

  • Quake4 1.04 Patch, SDK released

    • KungFuSquirrel
    • November 16, 2005 at 6:18 PM

    Patch:

    ftp://ftp.idsoftware.com/idstuff/quake4/win32/

    http://www.fileshack.com/file.x?fid=8003

    Patch Notes:

    QUAKE 4 1.0.4.0 Update README

    Last updated 11-09-2005

    Please note that in-game console commands are not supported by

    Activision®.

    This update for QUAKE 4 addresses issues found in both multiplayer

    and single player since the release of the game. A complete list

    of changes and additions is included below. For future updates

    and more information about the game, please visit the official

    game website at http://www.quake4game.com

    If you require additional QUAKE 4 technical support, please see the

    help system that is included with the game, or visit the official

    game website at http://www.quake4game.com

    NOTES FOR MOD USERS:

    It is recommended that any user modifications that have been

    installed to the QUAKE 4 directory be removed before installing

    this update. These modifications are not supported by Activision

    and may not be compatible with some of the new features that are

    included in the patch.

    FIXES & UPDATES IN 1.0.4.0:

    GENERAL:

    - Copied map files can now be overwritten/deleted without

    quitting first.

    - The console command "com_allowconsole" will stay set after

    leaving the game.

    INTERFACE:

    - Improved Game Browser sorting and filtering: You can sort by

    up to three criteria, which will be displayed just under the

    server list, with the more recently clicked criteria sorting

    first. For example, to sort by ping time, then number of

    players, then gametype, click them in the reverse order:

    Click "GAMETYPE," then "PLAYERS," then "PING." The server

    list will be sorted by the fastest ping, then the servers with

    the fewest players, then the gametype.

    Clicking a category more than once will keep its position as

    the primary sorting criteria, but will change the sorting order.

    After cycling through all available sort types, clicking the

    category a final time will remove it from the sorting. Each

    criteria has specific behavior with one or two clicks, as

    listed:

    Favorite Server: Display only favorites, or only non-favorites.

    Password Enabled: Display only locked server, or only unlocked

    servers.

    Dedicated Server: Display only Dedicated servers, or only Listen

    servers.

    Punkbuster Enabled: Display only PB-enabled servers, or only PB-

    disabled servers.

    Server Name: Sort server names A to Z, or Z to A.

    Ping: Sort by ping Low to High, or High to Low.

    Players: Sort by Players High to Low, High to Low (non-full),

    Low to High, or Low to High (non-empty).

    Gametype: Sort by Deathmatch, Team DM, Tournament, CTF, or

    Arena CTF.

    Map: Sort by map CTF1 to DM9, or DM9 to CTF1.


    - The Game Browser now displays more than 1000 servers.

    - Fixed a problem with the refresh time on the Game Browser.

    - Added a Game Browser filter for full or empty servers.

    - Players can now connect to a server while the Game Browser is

    refreshing.

    - Game Browser sorting will display the correct server information

    without the need to refresh the list.

    - Clicking anywhere on the scrollbar except the button itself will

    advance a page up or down instead of shifting to that position.

    - Non-full server sorting now disregards full servers.

    - Game Browser hover window updates when sort order is changed.

    - Fixed a Game Browser slowdown issue with high numbers of servers.

    - Added Game Browser server list scrolling with the mousewheel,

    keyboard arrows up/down, and keyboard Page Up/Page Down.

    - The Game Browser hover window will only appear when mousing over

    a highlighted server.

    - Sorting by server name will now ignore colored names, brackets,

    etc.

    MULTIPLAYER:

    - The dedicated server window will now be titled with the

    si_name setting instead of "Quake 4".

    SDK (Windows):

    ftp://ftp.idsoftware.com/idstuff/quake4/source/win32/

    http://www.fileshack.com/file.x?fid=8004

    SDK (Linux):

    ftp://ftp.idsoftware.com/idstuff/quake4/source/linux/

    SDK Documentation:

    http://www.iddevnet.com/quake4/

  • Quake Four Mapping Competition

    • KungFuSquirrel
    • November 9, 2005 at 1:36 AM

    I wonder if I'd be eligible...

  • Half-Life 2 mapping project WIP Pics

    • KungFuSquirrel
    • November 8, 2005 at 5:09 PM
    Quote from dux

    Yeah we've been out of the mapping loop for like a month now. I looked at what I'd made, it sucked. So started over.

    Oof, the vicious cycle begins!

    Looks pretty cool.

  • The Official Quake IV release thread

    • KungFuSquirrel
    • November 7, 2005 at 3:35 PM
    Quote from PhilipK

    oh so that's how u look.

    I usually look more awkward.

  • The Official Quake IV release thread

    • KungFuSquirrel
    • November 4, 2005 at 3:54 PM

    I didn't work on that one Built the hallway with the berserker in it (mcc_landing site) and did the texturing and lighting on the two interior hangar shots (one is listed as mcc_landing).

    Should have the stuff I spent most of my time on up on my site sometime in the next week or so...

  • The Official Quake IV release thread

    • KungFuSquirrel
    • November 4, 2005 at 3:29 PM

    awesome!

    I see a couple bits I worked on in there As well as my cameo!

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