 ^ 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.
 Idgames2/ & Idgames2/planetquake/
#11043 posted by Spirit on 2006/10/12 23:43:25
I mirrored the full idgames2 from 3dgamers.
Including the planetquake folder of course.
http://www.quaddicted.com/idgames2/
 JPL
#11044 posted by necros on 2006/10/14 00:31:48
i mean more like having 50 zombies in a room and not having pack overflow when i toss a grenade at them.
 Necros
#11045 posted by Shambler on 2006/10/14 01:41:42
Is that in beta yet?? ;P
 Heh No,
#11046 posted by necros on 2006/10/14 10:29:18
i'm not really mapping much these days. i was playing marcher again a couple of days ago, and got packet overflows on the last 2 battles (by the bell tower, and then after, when i got teleported to the ground)
 Necros
#11047 posted by JPL on 2006/10/14 12:24:55
So AFAIK aguirRe's engine is the only one that can support such a massacre.. :D
 There Are Others
#11048 posted by necros on 2006/10/14 14:36:09
tomazquake, for one can handle huge amounts of entities on screen at the same time, as well as has extra sound channels.
i don't know if it is still compatible with other netquakes though.
there are probably more engines out there like this as well.
it's just one of those things that would be really nice to have if it could be done properly.
anyway, just rambling at this point.
 Gimmy That Thing
#11049 posted by madfox on 2006/10/14 15:06:28
 @THERAILMCCOY
Nice and interesting article. Well written. Where did you go? What have you been up to? What drove you from IRC and ESReality? The yellow teeth scandal?
 Czg
#11051 posted by than on 2006/10/16 04:11:23
will we see you on "Darkness TV"?
I hope so. I am wet with anticipation as, I'm sure, is the rest of the world.
 I Really Hope Not
#11052 posted by czg on 2006/10/16 04:35:48
Because the company would fall into financial ruin after purchasing a wide enough lens to fit my entire, fatty visage in one frame.
Or pay to have the Hubble reoriented.
 Ugh Gameplay
#11053 posted by megaman on 2006/10/17 04:02:29
I still don't think there's any argument for games having bad game mechanics to 'enhance the story'. I don't get it - let me compare games to movies again:
You talked about movies that were no 'fun' but very emotional, but aren't all these movies EXCELLENT examples of directing, camera-work and acting - the equivalents of game mechanincs in film?
I seriously doubt you guys would have been as emotionally moved if those movies were directed by, say, an early peter jackson.
I always seem to be influenced most by games that let you FEEL what they want to express DURING GAMEPLAY. SS2, hl1, prey (utterly failing because it just showed pretty things instead of revealing important, working, logically connected stuff), can't think of any other examples. hl2 just had cutscenes you could walk through, NOT what i'm talking about.
And of course you won't immediately get the motivational impact you have with some movies. Imagine a movie completely shot out of first person perspective - it doesn't have that much of an impact (at first?).
Regarding Deus Ex: i remember playing this, found the first level kinda nice looking and then i can't even remember why i stopped playing this, probably because there was no further motivation for me to play this - ie. it was no fun AND no experiece.
 Megaman
#11054 posted by wrath on 2006/10/17 08:38:07
You talked about movies that were no 'fun' but very emotional, but aren't all these movies EXCELLENT examples of directing, camera-work and acting - the equivalents of game mechanincs in film?
Game mechanics are not movie directing, photography or acting.
The mechanics, or the design of play, is exactly what the non-interactive (movies) and the interactive (games) does not have in common.
 Megaman
#11055 posted by DaZ on 2006/10/17 11:27:16
you lost all credibility when you said that Deus ex has no experience =)
Its one of the few games I recall where I was totally sucked into the experience and it made the game so much better.
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