Shit
#11018 posted by Lunaran on 2006/10/10 13:00:51
I just realized the map I'm currently working on has topped 37000 brushes.
#11019 posted by Trinca on 2006/10/10 14:32:00
is a Q1 map at least? Lunaram
Greatest Conspiracy Theory Ever
#11020 posted by HeadThump on 2006/10/10 20:54:33
Er...
#11021 posted by necros on 2006/10/10 21:10:29
holy shit?
can't be q1 can it? i think i got up to about 12k and then qbsp refused to even look at it.
It's Probably
#11022 posted by than on 2006/10/10 22:08:09
some secret project at raven - like the new wolfenstein game or something.*
I'd love to work on a new wolfenstein game.
Git.
*honestly, I have no fucking idea. Just a guess.
Jesus Lun, 37k?
#11023 posted by BlackDog on 2006/10/11 02:45:59
nt
It Went Down A Bit
#11024 posted by Lunaran on 2006/10/11 13:37:42
#11025 posted by Trinca on 2006/10/11 14:40:38
if anybody want to contact with me in Quakenet please do this!
/whois Trinca
i�m sick of Scampies craps! already got a kid... dont have enought pacience to another...
hope u guys dont forget me :p
36k In A Wolf Map?
#11026 posted by R.P.G. on 2006/10/11 15:58:37
Good job, Lun. But you should know better than to use carving. ;)
Enough To Read
#11027 posted by than on 2006/10/11 17:41:10
wolfedit.
hmmm :)
git.
(repost from base pack ;)
Wolfedit - Ioc What U Did There Lol
#11028 posted by Kinn on 2006/10/11 18:54:10
e;f,b but still, I'm surprised you guys are still using brushes as the predominant base for architecture - I guess traditional id-style mapping techniques will be sticking around for a bit...
No, They Won't
#11029 posted by Lunaran on 2006/10/11 19:06:44
only as long as id franchises do.
and who says static models aren't counted as 'primitives'?
Hmm
#11030 posted by tron on 2006/10/11 23:27:27
Quake Map Sources released. :D
http://www.rome.ro/
^ Woot
#11031 posted by Spirit on 2006/10/12 01:32:04
I wonder what license they apply to though...
LOL
#11032 posted by Shambler on 2006/10/12 02:26:38
Just enough of the "WolfEdit" showing there ;)
I Only Reached About 30k
#11033 posted by bear on 2006/10/12 04:38:04
But numbers like that suggest you're making stuff that would be done better in some other program unless the editor is vastly improved but I guess you have no choice?
Quake Map Sources
#11034 posted by Lunaran on 2006/10/12 07:06:46
someone make that news.
Damn
#11035 posted by Lunaran on 2006/10/12 07:11:35
that was fast
Pretty Sure
#11036 posted by necros on 2006/10/12 08:59:54
mesh models count as brush primitives in d3 engines too...
Metl
#11037 posted by necros on 2006/10/12 13:03:32
how big a deal would it be to increase the number of sound channels in Fitzquake?
Necros:
#11038 posted by metlslime on 2006/10/12 16:28:33
i don't know offhand. Could be really easy, unless there is a network protocol limitation involved.
.
#11039 posted by necros on 2006/10/12 18:20:40
would that break compatibility is what your saying?
just cause i know other engines have that fixed, like tomazquake or, i'm pretty sure, aguire's engine.
one final question, what's the deal with packetoverflow? is there any way to get rid of that?
Packet Overflow
#11040 posted by metlslime on 2006/10/12 21:32:29
I think that's also a network protocol limit. And yeah, the main issue is compatability. But also, just making sure it doesn't crash the game.
Ok, Good To Know.
#11041 posted by necros on 2006/10/12 21:59:43
those two issues are my major gripes with the quake engine these days. I hate how sounds will cut out in the heat of combat, or gibbing a ton of things makes all the models flicker.
It's not game breaking, but if there was a way, i'd really really appreciate it. :)
Necros
#11042 posted by JPL on 2006/10/12 23:18:26
To get rid of packet overflow, the better method I experimented is to use special progs.dat, like progs.dat I used in "Castle of The Dark Ages" (i.e CDA.bsp).
It was based on spawn64 progs.dat that has a corpse removal function, a special teleport/trigger function. The most important is monsters activation (i.e the way monsters appear in map) by trigger, according to the player progression ingame. So given that all the monsters are not present a at the same time, and that all dead bodies disappear in 5 seconds, you limit edicts count and also packet overflow.
I can only say that thank to aguirRe's help I was able to make something playable without too much problem (at least with FitzQuake)
I hope it will help you.
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