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Shit 
I just realized the map I'm currently working on has topped 37000 brushes. 
 
is a Q1 map at least? Lunaram 
Greatest Conspiracy Theory Ever 
Er... 
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 
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? 
nt 
It Went Down A Bit 
 
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? 
Good job, Lun. But you should know better than to use carving. ;) 
Enough To Read 
wolfedit.

hmmm :)

git.

(repost from base pack ;) 
Wolfedit - Ioc What U Did There Lol 
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 
only as long as id franchises do.

and who says static models aren't counted as 'primitives'? 
Hmm 
Quake Map Sources released. :D

http://www.rome.ro/ 
^ Woot 
I wonder what license they apply to though... 
LOL 
Just enough of the "WolfEdit" showing there ;) 
I Only Reached About 30k 
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 
someone make that news. 
Damn 
that was fast 
Pretty Sure 
mesh models count as brush primitives in d3 engines too... 
Metl 
how big a deal would it be to increase the number of sound channels in Fitzquake? 
Necros: 
i don't know offhand. Could be really easy, unless there is a network protocol limitation involved. 
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 
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. 
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 
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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