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  • DaniOcampo1992
    replied
    Is it possible to transform the DP New Lava to a teleporter? Maybe with a good new hi-res texture..
    This teleporter is a fps killer..

    Some teleports already uses the new dp lava.. I didn't noticed that.. And looks very good as well..


    Maybe with a new texture and adding that really good looking waving shader, we'll have a new pretty teleporter with no fps impact..
    Last edited by DaniOcampo1992; 05-11-2011, 05:36 PM. Reason: screenshot

    Leave a comment:


  • keropi
    replied
    I tried the new teleports yesterday and I got a good -15~20 fps drop, in start.bsp
    was it a conflict with other stuff? (using a Q9300/560ti machine here btw)

    I had to remove the pk3 although I liked them....

    Leave a comment:


  • Seven
    replied
    .
    UPDATE 19.02.2011

    Due to a Code change in DarkPlaces builds (in november 2010), "DP New Teleport" visual has been changed.
    I modified the texture to have the same look as before again (but only for the most popular RED version with new shader).
    I highly recommend using DP builds from february 2011 (or later) due to great FPS increase.

    Please find updated Download Link in first post.

    Kind regards,
    Seven

    Leave a comment:


  • Hazza
    replied
    WOAH!
    Those screens are perfect!!!

    Leave a comment:


  • BEEF34T3R
    replied
    Originally posted by Spinvis View Post
    Here you go, they are 7zipped so you'll need the latest 7zip to extract the content in your ID1 folder. Credits to Seven, inkub0 and Moon[Drunk] for the original DP Teleports.

    teleport.7z
    teleport-red.7z
    Sorry, can't download files from 4shared. Filefront or rapidshare mirror, please


    There was the remastering project like Reforged called "Deluxe Quake", it's not finished and seems to be dead currently, but they've done some work. Nice idea for "disco ball" teleports:





    Leave a comment:


  • Hazza
    replied
    Some absolutely beautiful work Seven and Spinvis- I have been playing around with the colors and effects and they're beautiful!

    Leave a comment:


  • bluntz
    replied
    Wow That is Sic.... I keep staring at it waiting for it to whooooosh open.
    Great job Seven!

    Leave a comment:


  • inkub0
    replied
    LOLLL no ,
    that is a portrait of my Grandpa!

    (Yes, the face is the same)

    Originally posted by Walter90 View Post
    Is that you or Keenan Wynn in your avatar?

    Leave a comment:


  • Walter90
    replied
    Originally posted by inkub0 View Post
    My 2 cents:

    The distortion over the teleport is a great idea!
    ( stargate rulez )

    Yes i think the stars texture is better, because is more faithful to original Q1...

    Plus, the Cthulhu cycle says that the Ancients and the other gods came from the stars...

    so, we'll have a distorted starfield, like tou are looking it from a dimensional door.
    Is that you or Keenan Wynn in your avatar?

    Leave a comment:


  • Moon[Drunk]
    replied
    Originally posted by ChronoSeth View Post
    When I try to extract these 7-zip complains that the compression method is unsupported...
    I guess you need the latest (9.18 beta) version of 7-zip -> 7-Zip

    Leave a comment:


  • NightFright
    replied
    Is it maybe also possible to have this new fancy effects while preserving or at least imitating the dark-brown texture we know from the original game? I am a fan of stuff which sticks close to the original. ^^

    Leave a comment:


  • golden_boy
    replied
    Originally posted by inkub0 View Post
    I think shooting in portals will change alot the original Quake gameplay
    Why is that a bad thing? :-P

    I need a fakenick so I can say more things like this without people noticing it's me...

    I would love portals in Quake. I find them so weird that they very well fit the theme of Quake with all those intersecting dimensions and whatnot.

    The portals in prey are pretty Quakey to me. Quake is about fucked-up stuff, and portals are fucked up.

    Same for changing the gravity's direction so the wall becomes the floor, etc.

    Absolutely fits the picture. Quake is a twisted game, and Shub would like it.

    Leave a comment:


  • ChronoSeth
    replied
    Originally posted by Spinvis View Post
    Here you go, they are 7zipped so you'll need the latest 7zip to extract the content in your ID1 folder. Credits to Seven, inkub0 and Moon[Drunk] for the original DP Teleports.

    teleport.7z
    teleport-red.7z
    When I try to extract these 7-zip complains that the compression method is unsupported...

    Leave a comment:


  • LambentHammerBurst
    replied
    Not really, the teleporters are a mix of the current teleporters and mapping tricks. Watch that video - even frame by frame when he is going down the stairs - you will see the quick flash. Shooting through yes, hoever seeing through appears to be just simply copy and paste - I did notice that you don't ever see entities at the teleporters - see the map yes - but can can easily be done. Copy all the brushes to where you get exited from - paste them behind the trigger of being teleported - and instantly it looks like a 3D view of the exit - when in reality it's just brushes behind it.

    I could be wrong but that is exactly how it looks like it's been done - try the same mod with no clip. I will give it a try and see if that's the case. Although I will say can't be done in Q1's maps without editing them. It's a combination of mapping and coding.

    Leave a comment:


  • gnounc
    replied
    [ame=http://www.youtube.com/watch?v=qPMFOp3YtDI&feature=related]YouTube - Nexuiz - Euclidean FAIL (WarpZones)[/ame]

    nexuiz has warpzones. which would do exactly what you want with teleporters...you can see through them and shoot through them

    Leave a comment:

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