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OGRES.BSP

Posted: Mon Dec 04, 2006 4:40 am
by JUGGERNAUT
this is what i think about OGRES.BSP

Image

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 :D
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 :D
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


Image

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