hqtrilogy log nr. 31



I made a video for LILmighty, who threw some interesting questions at me about the rendering error in the first halfquake map. He said that it could be either rendering settings, or the light behind the glass.

After playing around with various settings, I deleted the small light inside the holes and voilĂ  - that was it. :D I restored the lights, and figured out that setting its Render Mode to "Pure Color" caused the error. That's definitely good to know! I set it to "Texture" and the issue was resolved. (Thanks again, LILmighty!)

Here's what else I did:

* I fixed the camera in halfquake9 (after "escaping" the house). The camera only exists to freeze the player in place, but I'm not going to change / improve that as long as it works. :D

* Fixed the intro camera in halfquake8 (also used to freeze the player while the dialogue plays in the back).

* Fixed flickering textures in halfquake7 at the cogwheel display:

* Fixed the camera in halfquake7 that shows Barney in a pool of blood:

* Fixed another camera in halfquake6 (with the elevator flying in), and also added a little decoration to the elevator so it's a bit easier to jump on it.

* Fixed the intro camera in halfquake5. I actually checked the original version via a re-upload of hipp0cat's playthrough to see what it looked like in 4:3 (that was easier than setting a different resolution, and I wasn't sure whether it was supposed to look cropped like that xD).

* Fixed yet another camera in halfquake5 that shows the grids closing up above the lava pools.

* I tried fixing the rock texture alignment in halfquake4, but I noticed it's a random texture (various textures of a pool that get applied randomly while compiling), and I guess sometimes they don't really fit in all directions. I don't think many people will notice, so for now, I'll let it be.

* Removed an unnecessary medkit that stuck out from one of the HQ1 life cells in halfquake3. Also improved the game text a little that pops up in this area.

* Fixed minor texture alignment errors in halfquake12 and halfquake10. (Can you spot it? xD It's in the curve in the right half of the shot.)

That's all errors done (so far). I still have one visual bug left to fix (spikes going into each other in halfquake10), and one annoyance left to improve (the doors in the house), but other than that, it's all looking pretty good. I think I can now start transitioning into adding new content, such as easter eggs, music and the selection map!

To be continued... (<