Plz tell me, that this screenshot is the missing texture in e1m2
No and yes The one in the screenshot is carch03 which have the exact same window as window03 in E1M2 though. This means that when carch03 is finished so will window03 for E1M2.
Note! Just realized that the window03 texture is 'bugged' i.e. uses different textures for different maps. E1M2 uses the same window as in carch03 but E4M2 and E4M3 have bigger windows (same windowframe though).
Glad to see you're back with a bang. I must say the site is a nice mix of old and new and mostly very easy to use.
I do have one useability gripe concerning intuitiveness:
For your Quake Graphics sections you have added nice Descriptors for visual metadata and item actions. I think these look great and are quite easily understandable. My problem is that both the descriptors that simply tell you something about the item (on the left) and the "descriptors" that are actionable look the same. Certainly their hover effect is different (non-actionable have no effect), but since they look the same I found myself instinctively hovering over the metadata descriptors only to realize this difference. The actionable buttons should be separated by something other than simply hover effect and positioning (right). Neither of these really guide or separate the elements enough on first view. And is a descriptor simply a descriptor if it is also actionable
Also concerning the descriptors. On some pages you have them nicely spread out into two columns, not wasting any precious vertical viewing space, but on quite a few of the pages, the descriptors are simply in one column wasting aforementioned space.
I trust you take this for what it is and not regular whine :]
i get these weird boxes around your idX number sets, and babylon. haven't tried any else.
[img]
dunno if this is ezq bug or bug with your numbers.
That happens when artists fail at properly adding an alpha channel to their images. I constantly run into this problem with the client I use, QuakeForge. I would like to urge artists to add proper alpha channels to their images.
Niomic: Thanks for your input. I’ll try to separate the 'action' buttons from the descriptors as you more or less suggested. I see what I can come up with, a different colour maybe?
Empezar: Are you using a new build of ezQuake where numbers take advantage of 256bit alpha channel because what I remember it hasn’t in the past?
Lava Croft: As you can see in Empezars screenshot the numbers do have an alpha channel – boxes are see-through. But as ezquake and I guess most of the engines in the past only displayed numbers with 2 levels of transparency, i.e. either 0 or 100% transparency, these approx. 10% transparent boxes wasn’t visible at all. In the past I've added a black layer with low opacity underneath the number to avoid some artifacts that could be seen sometimes in e.g. Fuhquake.