Tronyn
#13433 posted by Vigil on 2008/01/18 20:08:06
Intel E6600, 2 GB memory, plenty of harddrive space and time to waste. No quad-core unfortunately yet...
danthefryingpan -seehere- gmail com
Uh...
#13434 posted by bal on 2008/01/18 20:59:42
Does any build of vis even support multi-threading at all? I know I never got it to work...
#13435 posted by JneeraZ on 2008/01/18 21:07:18
Does the threading code not do anything? I know that the tool itself accepts a -threads parameter although it doesn't do anything on OSX.
It Was Only Made To Work With Id's SPARC Server Or Whatever
#13436 posted by czg on 2008/01/18 21:19:38
It has never worked on anything else.
I Shit Myself Laughing...
#13437 posted by DaZ on 2008/01/19 13:02:45
Tronyn
#13438 posted by inertia on 2008/01/21 03:46:09
I've got access to a many-node supercomputer (really). If there are multi-processor compilers for linux, send it my way and I'll see what I can do.
DaZ
#13439 posted by JPL on 2008/01/21 10:47:05
Cool video, I was not aware that turret's life was so exciting :P
Wow That Is So Nerdily Awesome Inertia
#13440 posted by Tronyn on 2008/01/21 14:03:13
I will let you know as soon as I have something ready. Did I send you the latest beta of that one map or not, I can't remember. If so, all of the maps for this project are like that - open, outdoorsy, messy, etc. I'm such a retard. That beta took me 260 hours (2.4 ghz processor, 1 gb ram) to vis although I made some modifications that should cut it down for the final version.
ShadoW_86
#13441 posted by Lunaran on 2008/01/22 03:29:15
Feedback on q3shw21_b2:
- Are the liquids actually supposed to be liquids? They act like nonsolid brushes with liquid textures on them. Was that a mistake or is there some goobery pro-mode reason for doing this?
- Parts of this map are very poorly lit. There's nothing wrong with contrast but one of the teleporters for example was very hard to notice. Probably doesn't matter for the intended 'pro' audience because they just play the game in fullbright mode anyway, but if you're concerned about appearance outside of that (which it seems you are) I'd do another pass on this.
- I fell into the lava past the MH and you can see the insides of the lava brush not touching the surrounding geometry, because none of the curve patches for the terrain extend down that far.
- There's a big platform around the MH on the other side of the pit that doesn't do much. If you want the MH to be dangerous to reach, moving it back there would make the combat surrounding it more interesting.
- I like the architecture, that gothic take on industrial. The metal collonade by the railgun is especially cool. :D
Almost...
#13442 posted by distrans on 2008/01/23 08:39:51
...32647 marksurfaces and just the exit lift to implement, pity I had to hack off a whole section full of insane future tech to get it down :( Now to finish the lighting and sound then wait patiently for the release of Quoth II.
Distrans
#13443 posted by JPL on 2008/01/23 08:58:21
You should try to implement the last part regardless of marksurfaces. I say that because CDA (I think) exceeded the value, and the map didn't crash with FitzQuake. I suspect it depends mainly how the map is occluded, and so how the engine have to render the poly faces ingame...
It's up to you ;)
Hiya JPL...
#13444 posted by distrans on 2008/01/24 04:50:57
...it's ended up 32701, yaaaaay!!! But you are right, I could've pushed 500 to 600 over the limit without a problem for FQ. I have confidence in my occlusion skllls, but I really do like to stay within the limits so if bug hunting is required I at least know where not to look. As to the bit I had to lop off it was basically a corridor (albeit a very heavily detailed one) so there's no huge loss. I get to keep the machine "models" for use as prefabs in the next level.
Expect a beta test request soon big boy!
More Abuse
#13445 posted by megaman on 2008/01/27 13:18:13
ffs!
Distrans
#13446 posted by JPL on 2008/01/27 16:58:39
OK, don't hesitate to send me your stuff when ready, I'd be happy to help you for beta testing ;)
*Oooh* 8-o
#13447 posted by RickyT33 on 2008/01/28 10:40:50
Its so Exciting!!!
A Bit Far Fetched Perhaps
#13448 posted by bambuz on 2008/01/28 12:42:23
What The
#13449 posted by megaman on 2008/01/28 17:56:34
There's Also...
#13450 posted by Mike Woodham on 2008/01/28 20:07:39
... a hod's as good as a sink to a blind Norse
and
...huts old naval huts, cavalry take them and they turn 'em into chopped bits
and
...if you were the only gull in the world and I was the only bouy
But the stories are far too long to explain, so just guffaw at the appropriate punch line.
50 Years Of LEGO
#13451 posted by metlslime on 2008/01/28 22:01:09
Hey Ricky...
#13452 posted by distrans on 2008/01/30 04:51:42
...any chance of an explanation for #13447
I Just Think That The Idea Of...
#13453 posted by RickyT33 on 2008/01/30 10:16:41
...new levels coming out, Quoth2 etc, especially really big levels that rub up against Q1 engine limits, makes my nipples hard!! :D
You Crazy...
#13454 posted by JPL on 2008/01/30 10:20:08
.. pervert :P
Just A Question
#13455 posted by Mike Woodham on 2008/01/30 20:44:26
In an episode set of (say) three maps, would you as players (not mappers) expect to carry all of your weapons from map to map, or would you be happy to start each map with the default weapons, or would you expect to lose maybe one or two weapons and keep one or two?
Mike
#13456 posted by JPL on 2008/01/30 20:54:22
Well, if the maps are intented to be followed (like Five Rivers Land maps), you should not loose your weapons in between.
If the maps are not "linked" directly, and if you want them to be played separately, you must consider the maps as "standalone" maps, and then start all of them with default weapon...
Well, actually it depends on what the mapper wanted to do ... my 2 cents ;)
FMB!
#13457 posted by Spirit on 2008/01/30 20:57:20
As long as it is clearly noticable at each map start I'd say you can do what you want. Just give a message like "You lost your rocket launcher stumbling on the level exit, duh" or something.
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