Simultaneous Posting
#1211 posted by aguirRe on 2004/02/22 14:19:43
Necros, sunlight only needs the intensity value to be activated, the sunmangle is default 0,-90 (pretty boring zenith sunlight, though). Check out the readme for this and other related information.
As for the phantom brush, is it solid, i.e. not penetrable with rockets/player?
Texture Randomization...
#1212 posted by metlslime on 2004/02/22 14:22:59
i believe it works as preacher said, but as for the implementation, i think it subdivides the face into polygons (just like quake does, actually) and each polygon of the original face gets one of the 3 textures in preacher's example.
Necros:
#1213 posted by metlslime on 2004/02/22 14:27:52
like you only put on light entity ... sunlight needs: _sunlight # for intensity, and _sun_mangle x x x for direction.
necros: _sunlight and _sun_mangle are keys, not entities. They both go in the worldspawn entity.
Lights
#1214 posted by Mike Woodham on 2004/02/22 14:46:43
I have two test maps: one is lit via the _sunlight key in the worldspawn entity, and the other is lit by one light entity with no entry in the worldspawn.
I wanted to see how _sunlight lit the map as I saw some advantages when considering how many light entities my map would require (it is not a big map in terms of depth and width, but is fairly high due to some pesky mountains.
I will take up aguirRe's offer to see what he can tell me. Thanks everyone.
AguirRe
#1215 posted by Mike Woodham on 2004/02/22 15:23:29
E-mail on its way. I forgot to mention that I use Bsp Editor.
Metl
#1216 posted by LTH on 2004/02/22 20:35:59
You mean it would be possible to write a bsp compiler for Quake that does it, then?
AguirRe, Riot, whoever, get to it! :P
Responses:
#1217 posted by necros on 2004/02/22 23:17:27
pjw: yep, i'm sure it's not just filtered or something :)
aguire: It appears to be a completly solid brush, but it doesn't appear to be a extension from another one, because i've removed all the brushes surrounding it, and this brush is still there, in the middle of nowhere...
metlslime: yeah, i meant to say: "it looks like you only put one light" -- forgot the e.
The GreenHorn And The PAKfile
#1218 posted by madfox on 2004/02/23 00:19:33
As I am working on a PAK file, and adding all kind of Quake1 bsp's into it, I got rather confused of the size of these maps.
As I really got Zombie by betatesting, this strange appearance overcame to me.
First I had some maps I laid my hands on, and I was quiet happy to play them.
Then I decided to make them attached to eachother and turned my gloomed eyes to this board to find some knowhow.
At first the maps were small enough to be played under the safe surroundings of Windows.
But as I learned a lot of you and was pinching the maps to a higher level, it suddenly freaked me by getting the Alloc_hunc error.
It wasn't worrying me, because I was in the opinion that with the -winmem16 option it would go as smooth as possible.
Now experimenting with these PAKfiles I came to the conclusion I had to make a choice.
Or I would make a PAKfile what would play under every circomstances in the Window surrounding, but than it would be the one with the smallest maps and therefore the crappy one. But at least noone would get stuck on this Alloc_hunk error, what is in my opinion the worst buck I could imagine.
Or I would be as stubborn as I am, and just load all the maps with their sizes of some even 2.2Mb in the PAK file and think that when one would like to play it, one ought to size ones computer to the DOS standard and get along with it. This last one is one of my own appealings.
Still I have the idea it is a reasonable question to ask, because I have found myself to much times grumbling behind this alloc_hunc error after having a lot of fun with a pak of files.
In fact it is the same question as trying to make the levels to ID standards, and by doing so making the chance of distroying it under its own cummalating weight.
You may find I make to many words for a small question as this, but after sending a lot of maps to all the ones who were willing to take a look at it, where I am still gratefull for, I wanted to know what you single super mappers out there would think of this question from this poor little sod out in the Quake Universe.
And please don't ask if I was drinking again,
because I begin to see every pack of ammunition for a 6pack of beers...
Hehe
#1219 posted by necros on 2004/02/23 01:58:13
because I begin to see every pack of ammunition for a 6pack of beers... :)
anyway, if you're asking if it would be ok to make players use the -winmem 16 (or -heapsize 16000) command line when playing your maps, then the answer is yes. in fact, almost all my maps have needed -winmem 16 or even -winmem 32 to play. don't worry. just include a little note in your readme about how to do it and it should be fine.
Stupid Question
#1220 posted by PuLSaR on 2004/02/23 04:17:41
Do lavaballs counts as edicts?
and please don't tell me they do
MadFox
#1221 posted by aguirRe on 2004/02/23 06:13:56
What necros just said. That memory error message isn't a problem at all for most Quake players today, don't worry about it.
There are probably other more important issues you might worry about in your pak, e.g. visuals, gameplay, flow etc.
Phantom Brush
#1222 posted by aguirRe on 2004/02/23 06:18:59
Necros, you can send me the zipped map+wad and I'll take a look at it. You'll probably have to tell me where the brush is (and isn't supposed to be) as well.
Yep
#1223 posted by nb on 2004/02/23 06:19:16
They do. Also, every lavaball that the (invisible) misc_lavaball entity throws counts as well.
Who Cares?
#1224 posted by LTH on 2004/02/23 08:49:12
Really, why is anyone bothered about edict limits anymore? There are plenty of engines out there that abolish them.
There Also Aren't Very Many Software Engines With Increased Edicts
#1225 posted by R.P.G. on 2004/02/23 10:41:10
And What Really Sucks...
#1226 posted by xen on 2004/02/23 12:26:28
...is being forced to use a different engine just to play one map.
#1227 posted by LTH on 2004/02/23 12:41:27
Presumably the Nehahra software engine bumps the edict count?
And if it does, why not just use that one *all the time*?
You mapperse are so stuck in the past :P
Nehahra Software Engine?
#1228 posted by R.P.G. on 2004/02/23 13:25:42
Please, point me in its direction.
GeForce Fx Ti 4 Series -- 90 Bucks
#1229 posted by HeadThump on 2004/02/23 14:42:05
Time not worrying about software mode compatabilaty -- priceless
Rpg:
#1230 posted by necros on 2004/02/23 15:45:18
there's tyr-quake, which is basically the regular software quake with many limits removed. a good alternative, i think.
TyrQuake
#1231 posted by aguirRe on 2004/02/23 15:56:27
has also more windowed video modes and is much less fussy with troublesome bsps. Very useful when hunting leaks and other stuff.
Necros: What's going on with your email attachments? I'm still not receiving them, are they very big or are they filtered somewhere?
Removing DM-bodies
#1232 posted by aguirRe on 2004/02/23 16:24:12
Is there a way (without QC) to avoid player bodies remaining visible after suicide (with kill command) in DM? Or at least shorten the time until they vanish.
I'm still working on the auto-screenshot generator and it looks weird when after some screenshots, a lot of bodies are all over the place.
Hjhgg
#1233 posted by gibbie on 2004/02/24 04:14:07
aguirre: use zquake
DM Bodies
#1234 posted by JPLambert on 2004/02/24 04:25:59
In the killer pack, dead bodies remain and don't disappear.. They stay "solid" for the player during the game... Perhaps there is a model you can re-use to modify a little the game to perform this feature..
Enjoy !!!
Nehahra
#1235 posted by LTH on 2004/02/24 11:11:01
I thought nehahra.exe was software. If it's not, then please set me straight.
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