You don't need to set to subdivsions to 4, you could use 8 (then first level subdivision is 1 unit each) but I will recommend using powers-of-two for the subdivisions if you want to have some relation to ingame units. Or you can choose to not use subdivisions at all, up to you.
The grid scale has nothing to do with unit scale, so using the $scale 8.0 .qc option will make your model 8 times larger than intended.
It's easier said than done, I know, but it really is a case of "Just ask them." I was super nervous when I asked my wife out and... well, I just went ahead and did it one day in the most awkward way possible, but it obviously worked out.
Be brave and when you have a moment alone just ask him if he would like to go on a date. If he's interested, great. If he's not interested, he will probably get an ego boost from being asked, and you can move on mentally. Win-win either way.
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There aren't a lot of city maps this detailed, and it's so large! If you're in the TWHL Discord, ping (and join using /role) the Multiplayer Crew group if you're testing the map - I'd like to try playing this against others
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You know there’s that story of a highly trained professional in New Mexico who, instead of conducting a scientific experiment, ended up blowing up the entire facility, which resulted in the death of thousands first and then a dozen world invasions. Think about that guy’s regrets!
More seriously though, it’s something very common in anything software (or even work) related. It’s a way to build up experience, but sometimes (or often) it is because the software was poorly designed.
I definitely didn't find it too challenging. I played through the entire demo on Easy
I think you might be on to something there, chief.
I'm old enough to have played the shareware and full release of Quake back when it was released and back then it really was top tier stuff. I too played it on Easy back then, while also using cheats because I mainly enjoyed messing around with my friends.
I've only recently (around 2020) gone back and played through those classic FPS games like Doom 1 & 2, Quake 1 and even Half-Life. This time however I played each of them on harder difficulties and had a much better time with it.
As with Half-Life, Quake has a very active mapping/modding community so it's worth getting the full game if you're into that. There's a back catalogue of over 25 years of custom content available to play
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so... you say we cannot add new inputs. what about things such as Xash3D?
Since you have access to the engine's internals with Xash, you could change the data type but you need to be careful to not break everything. Also, if the game/mod is multiplayer, bandwidth/data size need to be taken into account.
it is technically an open-source goldsrc
Xash is an open-source heavily modified version of Quake to be compatible with Half-Life, it is not an "open-source GoldSrc". Valve only released the game code to the public, not the rest (launcher/engine...)
meaning there aren't any programming limitations.
Friendly advice: just because you have access to the engine's internals does not means that "simply bumping limits" will work. There will always be limits regardless of the engine/programming language you are using.
I might even ask someday how to make a sectors generator for an engine. I guess making the sides (2 vertices down and up connected to another 2 down/up vertices) and maybe the sectors (Floor and ceiling) is easier for me to work with, but not generated UVs with offset and rotation values.
Surprisingly there has been some. I managed to fit BTX's interactive console into Elegy, hooked it all up via ENet, so it's good. I also have a map compiler now.
March 2023
I happen to be making a game in Unity, which is gonna be an excellent challenge to port to Elegy after that's done. I'm expecting to do that by September.
The grid scale has nothing to do with unit scale, so using the
$scale 8.0
.qc option will make your model 8 times larger than intended.More seriously though, it’s something very common in anything software (or even work) related. It’s a way to build up experience, but sometimes (or often) it is because the software was poorly designed.
I'm old enough to have played the shareware and full release of Quake back when it was released and back then it really was top tier stuff. I too played it on Easy back then, while also using cheats because I mainly enjoyed messing around with my friends.
I've only recently (around 2020) gone back and played through those classic FPS games like Doom 1 & 2, Quake 1 and even Half-Life. This time however I played each of them on harder difficulties and had a much better time with it.
As with Half-Life, Quake has a very active mapping/modding community so it's worth getting the full game if you're into that. There's a back catalogue of over 25 years of custom content available to play
No. This is a derivative of a classic map that I designed.
I might even ask someday how to make a sectors generator for an engine. I guess making the sides (2 vertices down and up connected to another 2 down/up vertices) and maybe the sectors (Floor and ceiling) is easier for me to work with, but not generated UVs with offset and rotation values.
Clever use of the theme, also I really like how areas are connected with each other, makes backtracking interesting. Great pace and atmosphere
dm_lost_base_hd (Quake/Unreal style)
https://twhl.info/vault/view/6258
https://steamcommunity.com/sharedfiles/filedetails/?id=1296393997