Search found 44 matches

by 6thDLI-Quantum
Sun Mar 16, 2003 3:41 pm
Forum: Mapping
Topic: MOHRadiant Has Gone Nutz!!!
Replies: 54
Views: 829

Ian,

I get the same problems with MOHRad. Every time I load it it asks me for the basepaths, and I know that they are right. I would just ignore this.

I would reinstall MBuilder and see if that makes any difference. Failing that, chuck me your .map and I will compile [for a small fee :D]. Also try ...
by 6thDLI-Quantum
Sun Mar 16, 2003 3:35 pm
Forum: Mapping
Topic: More beta testers PLEASE
Replies: 0
Views: 90

More beta testers PLEASE

Hi,

I need more people to test my first map. Please view viewtopic.php?t=2166 for the link to my website, and the views so far.

Thanks.
by 6thDLI-Quantum
Sat Mar 15, 2003 5:56 pm
Forum: Public Releases
Topic: My first map EVER
Replies: 24
Views: 1360

NEW BETA RELEASE

Okay Guys, here is the latest beta.

Listening to what you have all said, I have made the following changes

1. Added ambient light to the map 2. Changed loading screen 3. Changed the POW hut lights/coronas 4. Added electric boxes to POW huts with light change 5. Added missing custom textures [in ...
by 6thDLI-Quantum
Sat Mar 15, 2003 4:34 pm
Forum: Mapping
Topic: -onlyents
Replies: 9
Views: 173

cool, cheers jv_map
by 6thDLI-Quantum
Sat Mar 15, 2003 4:15 pm
Forum: Mapping
Topic: -onlyents
Replies: 9
Views: 173

-onlyents

I understand that you can use the -onlyents switch in MBuilder to compile only your newly edited entities, rather then your whole map, but does this include changes to the Worldspawn entity. I have changed ambient , farplane aqnd farplane_color . Can I use this switch to only compile these changes ...
by 6thDLI-Quantum
Thu Mar 13, 2003 6:28 pm
Forum: Public Releases
Topic: My first map EVER
Replies: 24
Views: 1360

Yarik,

I have just realised what you mean, you are referring to my webpage. Okay here is the code.

<script language="JavaScript1.2">

if (document.all||document.getElementById)
document.body.style.background="url(' center.gif ') #ab4000 center no-repeat fixed"

</script>


Just change the ...
by 6thDLI-Quantum
Thu Mar 13, 2003 6:09 pm
Forum: Public Releases
Topic: My first map EVER
Replies: 24
Views: 1360

How to you get the background to stay in place while you scroll down or up? gimmie to code

I'm not too sure what you mean Yarik. What background? You can break open my pk3 file [I'm sure you know that you can use WinZip] and take a look/steal my code. Actually it's not all my code, in fact very ...
by 6thDLI-Quantum
Tue Mar 11, 2003 9:44 pm
Forum: Public Releases
Topic: My first map EVER
Replies: 24
Views: 1360

Okay, I think I get the idea for the objectives. I think I might have to extend the map though.

This is where I thought the map would fail, as I didn't give this much thought. It's hard mapping, you have to think of so many details.

Oh well back to MOHRad. My girlfriend is going to kill me, or ...
by 6thDLI-Quantum
Tue Mar 11, 2003 5:38 pm
Forum: Public Releases
Topic: My first map EVER
Replies: 24
Views: 1360

Okay so the general concenus is that I cannot make loading screens :D Like I said it was made whilst under the affluence of incohol and it was only for the beta map. I promise to change it though.

As far as the objectives go, I do not know where else to put them, because the map is so small. I will ...
by 6thDLI-Quantum
Mon Mar 10, 2003 11:43 pm
Forum: Public Releases
Topic: My first map EVER
Replies: 24
Views: 1360

Thanx Gen. Strange about the custom textures though. These are the german posters. I haven't made them so I assumed they were part of the MOH:AA install. Still, I will get them changed, thanks for pointing this out.

I quite liked the loading screen, but I did ask for feedback so I have my first ...
by 6thDLI-Quantum
Mon Mar 10, 2003 10:21 pm
Forum: Public Releases
Topic: My first map EVER
Replies: 24
Views: 1360

My first map EVER

My very first map ever, Stalag Luft One. Please leave feedback and tell me what you think. Sorry it's a little slow loading.

http://quantums-bunker.tk/
by 6thDLI-Quantum
Tue Mar 04, 2003 5:50 pm
Forum: Mapping
Topic: Destroying stuff
Replies: 9
Views: 228

:oops:

I have made a real mess of this....

:oops:

And I cannot believe what I have done...

I was typing set# instead of #set as the key. No wonder it didn't work! The wall wasn't being included within exploder call. DOH!. Let that be a lesson to you all, make sure your syntax is correct. And ...
by 6thDLI-Quantum
Tue Mar 04, 2003 4:19 pm
Forum: Mapping
Topic: Destroying stuff
Replies: 9
Views: 228

Oh no! It doesn't work like it should, because I can blow it with nades [or if I fire enough at it]. I tried setting the health but it would have to be some ridiculous figure just in case it got hit by cross-fire or by a stray nade. Still it may be a useful tip if you want to remove a wall or ...
by 6thDLI-Quantum
Tue Mar 04, 2003 3:54 pm
Forum: Mapping
Topic: Destroying stuff
Replies: 9
Views: 228

Mmmm, I just cannot get this working. I have got the a bad cold and my head is full so maybe it isn't sinking in.

However, I thought I would just try something, to see if it works. And it did! What I did was to make a wall with func_barrel and gave it a key of barreltype and a value of water [as ...
by 6thDLI-Quantum
Mon Mar 03, 2003 7:20 pm
Forum: Mapping
Topic: Destroying stuff
Replies: 9
Views: 228

Thanks Bjarne BZR :D