ailmanki and isbowhten pointed in this thread in the SplashDamage forum to a few interesting things wich are of use for mappers and modders. Most people will already know it (the tools was made in 2002), but it's not wrong to report about it.
Textures in Quake3:Arena are no longer a simple texture combined with a lightmap, but are fully scripted entities which can be used to control practically every option OpenGL exposes when it comes to texture positioning, transformation, blending and whatnot. To facilitate the creation and editing of such scripts, this tool will parse a script and present it as a Windows GUI which is easier to understand and navigate than the bare C-like text files.
TexSynth:
The goal of this tool is to create a new texture that looks "similar" to a given input texture, and tiles. This is easier said than done, so in practice this tool is trying to make the result look similar, and tries to make the resulting image tile. This means that this tool may or may not be useful; it depends on the input image, and some luck with the statistics. Ideally, input images should be true textures : uniform throughout, without macro structures. In practice, some structure is allowed; but still, don't expect this tool to work properly with a pic of your dog.
React:
This tool implements reaction diffusion, a simple technique to generate textures by smoothing them out. The difference with a regular blur filter is that the texture pixels are interacting : pigment flows from one cell to the next (technically 'diffusion', but called 'Smoothing' in React), while at the same time pigment disappears and reappears (the 'Growth'). The net results are textures that have a blobby, sometimes 'viral' look and feel -- and they always tile.
Hourences currently offers three free textures packs: Pitores, Kraden, and the Nature pack. The packs were primarily made for the Unreal Tournament games, for which UTX packages can be downloaded, but you can feel free to port them over to any other game and engine. There's a JPG gallery available of each pack, allowing you to preview the textures, or simply download just those images you require.
Nearly all of the textures are 1024x1024 large, and all of them tile. The packs do not include normal and specularity maps, but you may feel free to generate those yourself.
To win a team must be the first to hold the objective for a total of 5 minutes. Holding for less than 10 seconds does not count. Mines are disabled.
The fix is recommend for every server which have at least 24 slots/players.
The file was made because "Holding the flag for less than 10 seconds does not count".
Fixes:
the map time incrased from 10 to 15 min.
the respawn time incrased to 15 sec. from 10 sec.
the teams must hold the flag for 4 minutes instead of 5 minutes
If the time is over and the teams dose not finish the objective the winner team is who hold the flag
which team have own the flag will spawn faster (5sec instead of 10sec)
In the original version the timer work from 4min. to 0min. Now in the fix2 the timer count from 0min to 4min. - maybe the counter will work under NQ1.2.0
Plus:
voice and extended text announces for the objective
the text announce for the axis team dosen't work at 2 minutes, fixed too
The Axis forces, in their desperate search for power to stop the inevitable Allied onslaught, have been working on the ability to travel in time. The Allies, learning of these plans, create a force to storm and capture the Axis laboratories where the research is being done. Unfortunately, the Allies attack during a crucial experiment, and the resulting fighting causes an uncontrollable surge in the equipment, throwing everyone in the immediate area back in time! Appearing six thousand years ago, in a history that was only thought to be mythical, both sides now have a new battleground to continue their war in. Allies must defend Minas Tirith and prevent Axis from stealing the Palantir, a device they could use to communicate with the remnants of the Great Evil that onces plagued this land.
Somebody hate this map becuse its too long (60 min. mission time) and if the teams are unbalanced it could be a boring game if the axis team can't blow the next gate.
This maptime fix could be a solution for this problem:
Changes/Fixes:
the starting maptime is 25 min. and after a gate is blown by the axis team the mission time will be extend +5min. So the total maptime won't change (25min+(7gate*5min))=60min but it's possible that the map can end before 60 min. if the teams are unbalanced.
respawn time 15-30sec insted of the original 20-35sec
flags are not recaptureble by allies team
Plus:
level 5 gate's construction crates are removed so allies team can't reconstruct the gate (idea by Lynxx of bunker.aaxxss.com)
ag0n released his collection of tools and utilities wich are needed to make a decent Wolfenstein: Enemy Territory movie. It contents different configs you need to create a movie, a few mods and two pk3's wich help you to raise the quality, one with fixes and the other pk3 includes high-definition textures. All is sorted and explained with a readme file.
Allied Intelligence have discovered a weapon research bunker outside of the town of Braundorf. It is the Allies mission to blow up the gas and electricity control systems, causing overloads which will destroy the facility.
Workaround for the punkbuster-freezes and slow-downs in the game.
Delete the complete pb-folder, create a new pb-folder, copy pbsetup.exe in the pb-folder and start update. Create now in the pb-folder a file with the name "pbcl.cfg" and copy the following text in this file. (or download it)
PB_Security [0=no, 1=yes] When set to 0, PunkBuster will accept all "update" files without verifying that they are authentic; the default is 1 which should not normally be changed except for LAN environments where there is no Internet Access and/or you fully trust the Servers you are connecting to PB_Sleep [Period] Holds the period of time (milliseconds) that PunkBuster "sleeps" between processing cycles; the default is 60; lower numbers will cause PunkBuster to process events more times each second which also has the effect of increasing the bandwidth used by PunkBuster; Players with a modem connection will probably want to set this as high as possible
Both Axis and Allies teams must capture the boxes and deliver them to the basement as fast as possible. The game will end when one of the teams deliver them all six as first.
The mighty Axis shore battery 'Siegfried' is harassing Allied shipping in the Mediterranean. The Axis must protect Siegfried from Allied attempts at sabotage.
Changes:
Allies Beach Spawns outside of water
Bunker MG is now dynamitible door which leads to bunkers back
Axis Bunker Spawn is set back a bit
Axis Spawn at Commandpost until Allies built it
Backdoor is blowable
Spawntimes 30/20 seconds
Made some doors wider (bunkerstage)
fixed "wallhack" leak at backdoor
CP Spawn for allies
Maptime 12 minutes
removed railings
removed several details due to low fps
added 2nd way into controls bunker
added wooden constructible backdoor barrier
little hole at west bunker for axis to defend the Bunker Door