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				OGRES.BSP
				Posted: Mon Dec 04, 2006 4:40 am
				by JUGGERNAUT
				this is what i think about OGRES.BSP
OH YEAH, BABY!
fight hax with hax, i always say 

 anyone who disagrees can go brush an ogre's teeth.
EDIT: changed image format to smaller size for faster downloading
 
			 
			
					
				
				Posted: Mon Dec 04, 2006 8:16 am
				by Orl
				I'll bet you used Quakec to defeat them, cheater!
When I update it I'll add a few more deadly traps.
Knights reflecting the shots you fire at the ogres.
A switch, when pressed, sets off explosions around the entire room killing everything (except the ogres of course).
And a few other small things.
			 
			
					
				
				Posted: Mon Dec 04, 2006 8:28 am
				by RocketGuy
				Orl wrote:I'll bet you used Quakec to defeat them, cheater!
When I update it I'll add a few more deadly traps.
Knights reflecting the shots you fire at the ogres.
A switch, when pressed, sets off explosions around the entire room killing everything (except the ogres of course).
And a few other small things.
we'll just h4x0r that too 
you should know that quakec is MUCH more powerful than mapping
 
			 
			
					
				
				Posted: Mon Dec 04, 2006 10:10 am
				by JUGGERNAUT
				RocketGuy wrote:Orl wrote:I'll bet you used Quakec to defeat them, cheater!
When I update it I'll add a few more deadly traps.
Knights reflecting the shots you fire at the ogres.
A switch, when pressed, sets off explosions around the entire room killing everything (except the ogres of course).
And a few other small things.
we'll just h4x0r that too 

you should know that quakec is MUCH more powerful than mapping
 
although i tend to agree, let us not forget that without a map, quakec is effectively useless (or at least devoid of context) 

 
			 
			
					
				
				Posted: Mon Dec 04, 2006 10:13 am
				by JUGGERNAUT
				also, this is all i did since ORL mentioned the ogres only have 50000000 health or so hehe
(from weapons.c)
Code: Select all
void(entity hit, float damage) AddMultiDamage =
{
/* remove if (! ogres.bsp) */
//   damage = damage + 999999999999.9;
   
   if (!hit)
      return;
   
   if (hit != multi_ent)
   {
      ApplyMultiDamage ();
      multi_damage = damage;
      multi_ent = hit;
   }
   else
      multi_damage = multi_damage + damage;
};
 
zOMG HAX
!! 
			 
			
					
				
				Posted: Mon Dec 04, 2006 1:43 pm
				by RocketGuy
				JUGGERNAUT wrote:although i tend to agree, let us not forget that without a map, quakec is effectively useless (or at least devoid of context) 

 
i'd say a map could be hardcoded into the engine
 
			 
			
					
				
				Posted: Mon Dec 04, 2006 3:53 pm
				by Gunter
				When posting Quake images CONVERT them to a 256 color GIF... 
PNGs are huge in file size and I'm on a 56k modem here!
You might also resize them unless they need to be large....
See, that one image of Ogres.bsp was almost a Meg in size, whereas my GIF picture of JUGGERNAUT crapping out ChunksOfMeat is only 127 K

 
			 
			
					
				
				Posted: Mon Dec 04, 2006 5:13 pm
				by Joao Lucas
				Gunter wrote:I'm on a 56k modem here!
And we're nearly on year 2007 here.
 
			 
			
					
				
				Posted: Mon Dec 04, 2006 5:20 pm
				by JUGGERNAUT
				fixed.
pic is now 116KB