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December 21, 2003

A new version of TyrLite has been uploaded. Just minor tweaks - raised some limits on texture and lightmap sizes. Mostly just source cleanups. Actually, Bengt has been getting ahead of me a bit with his light util work, so I'll be looking at some of the stuff he's done for inclusion in future versions.

I actually have some holidays coming up after Christmas, so I hope to get some time to finish up a few things I was working on for TyrQuake, getting my (currently very broken) development environment into a workable state and maybe even do some mapping (how novel!)

August 23, 2003

Well, the Coagula Contest 2 pack finally got released, so there's finally a new map of mine out there for you to play. The folks over at the Speed Demos Archive have even started collecting demos of speedruns on the maps. It's the first time one of my maps has been given the treatment and I must say, it's pretty cool to watch.

TyrCoag - Outside In

I had hoped to upload an update to TyrLite this update, but I've been too busy to finish it off. I know a couple of people were waiting for this - sorry, maybe next time.

July 12, 2003

QExpo 2003 is now on and there's tons of interesting Quake stuff happening all this week over at the site, so go and take a look.

The Coagula contest is nearly over and I've now submitted my entry and put together a quick start map to tie the pak together. Watch the QExpo site and Underworldfan's booth for the release.

Also, a new version of TyrQuake is available from the engine page. This fixes a visual corruption bug with some larger maps.

June 7, 2003

Well, the Coagula contest deadline got moved forward to co-incide with the upcoming Quake Expo, so you won't see my finished map until then. I'm not sure how the project with Tronyn and Necros will go - there's still a lot to organise for that. I'm skeptical of whether it will get done in time.

Since I already let a couple of others know about it, I suppose it's ready enough for general release - TyrQuake. It's my modified quake engine I've been toying with for a while. There's nothing terribly exciting really, the changes are all quite minimal. It's mostly an exercise to practise my coding and fix a few bugs as I find them. There's a new link up the top of the page for the engine that will be there from now on.

I decided to release the source files to my previous maps, so you can now find them at the bottom of the maps page. Enjoy.

March 10, 2003 - Coagula

Over on QMap func_msgboard someone started another Coagula contest. The idea is to make a map that is floating in the void, in the style of Elek's Coagula series. Here's a couple of screenshots from my forthcoming entry:

Coagula Map - preview screenshot 1 Coagula Map - preview screenshot 2

The angle on these shots doesn't show too much, because there's a bunch of unfinished brushwork just above. r_speeds are likely to be quite high (> 1000 in a few places). Working with the old e1m5 textures is fun though 8).

Little else happening right now... too much work.

February 1, 2003 - A Picture is worth 1000 words

Here's a screenshot of something that I've been working on. It's got a long way to go before it's complete, but what's there I'm pretty happy with.

Something wicked this way comes... - preview screenshot

There's been another move for QMap - this time to a new replacement coded by Metlslime - "func_msgboard". I think that's the last move we'll need for a while, though I'm not sure what's going to happen when Peej returns...

Other than that, I've been having lots of fun playing with my new laptop that I got about a month ago - it's very compact and light (~1.1kg) and thus very easy for me to carry around. And it can even play GLQuake decently too; my other (heavy) laptop can't.