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 Post subject: How about 6 classes of runes
PostPosted: Sun Nov 16, 2003 5:37 pm 
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Location: Ohio
There are 4 rune models. How about upping it to 6 using the Gold and Silver Key cards as rune models for 2 more classes of runes.

The gold and silver keycards look cool.

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 Post subject: Re: How about 6 classes of runes
PostPosted: Sun Nov 16, 2003 9:53 pm 
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deadzone.runecentral.com
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Joined: Sat Mar 08, 2003 5:27 am
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Location: Ontario, Canada
Baker wrote:
There are 4 rune models. How about upping it to 6 using the Gold and Silver Key cards as rune models for 2 more classes of runes.


We use 8 rune models at DeadZone. The 4 normal ones and 4 coloured ones which are identical in size, shape, etc. However, it does mean that every client has the same models which is a bit of a pain.

Those of us who code Q1 are extremely limited in creating new stuff and I feel that, if we want to progress, more people have to learn how to download and install custom pak files. And I don't think this will happen until most Q1 servers start using a standard custom pak file.

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PK


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PostPosted: Sun Nov 16, 2003 10:05 pm 
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I know all of the limitations of models and the like, PK. :)

I saw this at the server htp1.dhs.org where there were a few runes with the gold and silver key card model and thought it was the cool as hell.

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quake.ihoc.net, Rockets/jet/7 runes
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PostPosted: Mon Nov 17, 2003 12:13 am 
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Joined: Tue Mar 11, 2003 5:43 pm
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Location: North Carolina
Did you remember to credit me for adding those colored skins to the runes? :wink:


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PostPosted: Mon Nov 17, 2003 3:06 am 
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deadzone.runecentral.com
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Location: Ontario, Canada
Mr Wi-Fi wrote:
Did you remember to credit me for adding those colored skins to the runes?


I gave you the exact same credit as you gave me for the Bouncing Betty rune. :wink:

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Last edited by Painkiller on Mon Nov 17, 2003 3:30 am, edited 1 time in total.

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PostPosted: Mon Nov 17, 2003 3:08 am 
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deadzone.runecentral.com
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Baker wrote:
I know all of the limitations of models and the like, PK.


That part of my post was aimed at those who didn't realize the limitations. :D

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Last edited by Painkiller on Mon Nov 17, 2003 3:29 am, edited 1 time in total.

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PostPosted: Mon Nov 17, 2003 3:21 am 
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deadzone.runecentral.com
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My previous post about creating a standard pak file is to get other developers to think along the lines of expanding what we can do. All the models and sounds from Quake have been used, so there's not much room left to come up with something different.

My personal feeling is that we need to keep Q1 alive and, to do so, we must offer players something different or unique. Custom maps are an excellent start but I believe we need to start thinking along the lines of new models, sounds etc. in order to keep the mod going.

The really cool thing is that Slot, Roderick, and Singe have created a rock solid base to do just that.

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