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Rapporter et oversættelsesproblem
I also had to remove the original .aas bot support file as it stopped the map loading.
Doing all of this meant I finally got the map to load in Quake Live YAY!!!...
Only problem now is there's a missing archway texture and a missing model file. I've still got Quake III Arena so I can try and dig out those files and get them added to the .pk3 in the next version.
But at least so far it's playable in Quake Live, so what you waiting for go give it a shot now! You'll have to forgive the missing texture and model for now though.
textures/gothic_door/skullarch
textures/gothic_door/skull_door
Added Missing Model Textures & Shaders
models/mapobjects/corpse
Justified & Ancient now runs with all textures and models and looks as it should.
I'll be adding Bot Support next but from what I've read it's not easy getting it working for Quake Live, wish me luck!
Just need to replace the Quake III Arena screenshots with Quake Live screenshots now and I'll be done.
Not too bad, it's only taken a day to convert the Quake 3 map to a Quake Live map with bot support, it could have been a lot worse ô¿ô
It'll just be the steps and guides I found on steam that I used just collected into one place, so I can't claim any of the credit.
So stay tuned ô¿ô
Thanks to ^1im^3a^2mofo^7starbo^2y https://steamhost.cn/steamcommunity_com/profiles/76561198067039473 for some valueable feedback, he reports that the map loads well and plays great in classic Q3 and Freezetag modes with the bot support working perfectly and the bots going for pickups as they should.
This should now be the final version.
But probably not!
ô¿ô
Unlike previous versions which were conversions of a Quake III Arena .bsp file using q3map2. This version has had the .map taken into GTKRadiant 1.6.5 and then been compiled for Quake Live with QL lighting, effects and so on... So you'll probably notice a big improvement here.
I also took the opportunity to fix an issue ^7rOx^1X^4z https://steamhost.cn/steamcommunity_com/id/rOxXz brought to my attention that has gone unnoticed for who knows how long where the shotgun ammo wasn't spawning because it's bounding box was partially in the wall, whoops. Thank ^7rOx^1X^4z.
I tidied up a few textures but not all. However, I couldn't fix the shader for the cushion on the grating around the tower. This needs it's own shader for a cushion texture with metal footstep sound effects. I managed to make one for Q3 but it's been that long I'll need a bit of practise I think.
Let me know what you think of the latest version.
ô¿ô
Added a few more player spawns. This has opened up the fighting a lot as most the of the player spawns previously were all too centralised.
Moved the Quad Damage to under the bridge and replaced it with the Red Armour. Now there's a risk involved with going for the Quad as you'll be under water temporarily.
Fixed some clipping on the bridge. The bots will no longer walk along the outside of the bridge.
Fixed a bug with the water, that appeared since the latest GTKRadiant build, were only some of the water was actually behaving as water. I retextured the water and moved the Quad Damage up a little and this seemed to do the trick.
Yesterday's build I ran overnight with an endless 4v4 bot fight and it was still running this morning with no problems.
This latest build has crashed on me, now I don't know if that's just a random crash or something to do with this build, but I'll keep it monitored.
Removed Quad Damage and replaced it with a Large Health on the bridge.
Corrected a bug that was causing the map to crash after around an hour of play.
Remade the water as it was a bit buggy.
Tidied up a few more textures.
Hi,
can You explain what issue crashed the game? I've read this some times and have never asked for. I'm interested in that ...