Search found 82 matches

by Pikachu
Wed Oct 16, 2013 10:48 am
Forum: Chat
Topic: I was wrong and Lamefun was right.
Replies: 1
Views: 1707

Vote with your wallet?
by Pikachu
Sat Aug 10, 2013 12:43 am
Forum: Chat
Topic: Request to yalt to release his sources, as required by GPL
Replies: 37
Views: 13321

Bottom line is... Nothing is illegal on the server (if it was , it wouldn't be still hosted) , technically you just said nonsense. There's plenty of illegal textures and sound files that come from proprietary licensed software in the map we were playing when you guys pulled your little stunt. And y...
by Pikachu
Fri Aug 09, 2013 11:16 pm
Forum: Chat
Topic: Request to yalt to release his sources, as required by GPL
Replies: 37
Views: 13321

Oh great, I got banned from Edge for making a formal statement? Breaking a contract is illegal, plain and simple. If Yalt breached a contract (I couldn't care less, honestly) then yes the content on that server is illegal. Now I get this juvenile crap about 'not fucking with admins' or 'taking it up...
by Pikachu
Fri Aug 09, 2013 7:56 pm
Forum: Chat
Topic: Request to yalt to release his sources, as required by GPL
Replies: 37
Views: 13321

What will his server provider care about him not releasing some mod code?
Technically he would be hosting illegal content on their servers...

*updated phrasing (assuming all those Monolith textures are paid for, haha)
by Pikachu
Fri Aug 09, 2013 7:52 pm
Forum: Maps
Topic: Transparency (alpha 2 now available)
Replies: 50
Views: 15490

I got a lot of complaints about the first one looking too plain, and many people say they like the texturing now... can't please everyone. I also put a lot of time in it and don't feel like throwing it all away now. Just mapping with one texture is fun tho, I'll try making another map like that at s...
by Pikachu
Thu Aug 08, 2013 3:49 pm
Forum: Maps
Topic: Transparency (alpha 2 now available)
Replies: 50
Views: 15490

Yeah just type map trans and hit tab for autocomplete. Just updated the file, make sure you don't use the old one on a server because jetpack really breaks things. I also removed some no build zones from the first alpha as people were sometimes getting confused by those. That might allow for some di...
by Pikachu
Thu Aug 08, 2013 12:10 am
Forum: Maps
Topic: Transparency (alpha 2 now available)
Replies: 50
Views: 15490

Hmmm, just noticed the no jetpacks key is missing, that's kinda very important. I'll update tomorrow.
by Pikachu
Wed Aug 07, 2013 5:20 pm
Forum: Maps
Topic: Transparency (alpha 2 now available)
Replies: 50
Views: 15490

NEW VERSION IS UP.
I updated the links at the bottom of the first post.
by Pikachu
Wed Jul 10, 2013 2:54 pm
Forum: Maps
Topic: Transparency (alpha 2 now available)
Replies: 50
Views: 15490

Image

More work on the outside. There's tunnels with negative gravity (works great!) to elevate or cannonball to the higher parts. The nets can be landed on without taking fall damage. I might need to revision their shape a bit, since those bars look painful :P
by Pikachu
Sat Jul 06, 2013 9:39 am
Forum: Maps
Topic: Transparency (alpha 2 now available)
Replies: 50
Views: 15490

Sure, with a lot of effort they can :P Train is guaranteed instadeath in all movement directions.
Long story short: quake physics suck 8)
by Pikachu
Sat Jul 06, 2013 9:33 am
Forum: Maps
Topic: shitmaps
Replies: 96
Views: 23945

Hmmm, well, I'dd just rather have less entities floating around when I don't need them. I'm also doing this stuff atm where I'm having a dozen of these things in a small space, which gets a bit messy in that small space.
by Pikachu
Fri Jul 05, 2013 9:12 pm
Forum: Maps
Topic: Transparency (alpha 2 now available)
Replies: 50
Views: 15490

Nah, I can manage, it's just that the system becomes complex very quickly. There's 3 floors in the pipe room. One pipe upwards on floor 2 and two pipes on floor 0, of which one goes down. All these pipes have 2 or 3 bends in them. So when you go into them the transition at the bends should be seamle...
by Pikachu
Fri Jul 05, 2013 8:55 pm
Forum: Maps
Topic: shitmaps
Replies: 96
Views: 23945

Give target_push it's own targetname. Then give trigger_multiple that name as it's target. target_push in turn should have it's target be target_position's targetname. So the trigger links to the target_push links to the target_position, all with the entities target and targetnames :) Using angles i...
by Pikachu
Thu Jul 04, 2013 6:25 pm
Forum: Maps
Topic: Transparency (alpha 2 now available)
Replies: 50
Views: 15490

Thanks :) Tunnels still kinda bugging me, I think I can do it with invisible elevators but that will cause waiting times (for the elevators to reset) which might not be desirable when trying to rush. Ideally I'dd have a volume in which jetpacks turn off and that would solve the issue... but I have n...
by Pikachu
Thu Jul 04, 2013 6:22 pm
Forum: Maps
Topic: shitmaps
Replies: 96
Views: 23945

trigger_push does not work in Tremulous (for whatever reason), you need to instead use target_push and target_location like Imp said. Actually you don't even need target_location, you can use the "angles" (not angle) key to set pitch and yaw. For example, 270 0 is up 90 0 is down (try setting it to ...