#1366 posted by JneeraZ on 2014/11/04 15:52:07
Set it to whatever the map is set to on load. Players can change it after load if they want to, but assuming the map is authoritative is the best way of respecting the mappers intentions.
If players change it after load, so be it.
That should really be the end of the debate. :)
Reminder that the original point of debate was:
fog should reset after each map
And it's bloody blatantly obvious it should.
if you look at the world through mapper-coloured glasses
Shame for us all, looking at Quake maps through mapper glasses on a Quake mapper forum.
Let's All Think In Binary Choices.
#1369 posted by Spirit on 2014/11/04 17:08:50
You are ignoring mh's insights on how people out there actually play Quake. Try looking outside the box some day.
#1370 posted by negke on 2014/11/04 17:14:54
What if there was an additional fog-related cvar to toogle persistent fog that carries over across level changes and reloads. Could even be 1 = persists until loading a map that has a fog field of its own, and 2 = overrides maps' fog settings. Disabled by default, so only to be used by people who know what they're doing, who are aware of the possible unwanted effects.
Pfog! Phog!
#1371 posted by Spirit on 2014/11/04 17:30:18
#1372 posted by JneeraZ on 2014/11/04 17:56:17
"You are ignoring mh's insights on how people out there actually play Quake."
Nobody here does that. And we all play Quake.
01100110 01101111 01100111
#1373 posted by ijed on 2014/11/04 18:23:55
#1374 posted by Spike on 2014/11/04 19:15:17
I'm gonna say to make the fog command a mapper/mod setting that gets reset on map changes. With mods stuffcmding from triggers etc, doing otherwise is too unsafe.
If users want to override it, they can either do it on each map change or the engine can implmement something per-map like:
http://ezquake.sourceforge.net/docs/?commands#skygroup
maybe.
I'm Not Ignoring
I'm dismissing.
#1376 posted by mh on 2014/11/04 20:33:04
Shame for us all, looking at Quake maps through mapper glasses on a Quake mapper forum.
Ah, but the question is: what's the purpose of releasing a map?
Sure, you can make a map for your own satisfaction (hell, even I've done that), but why release it? You release it to be played, by players, unless all you're interested in is a mutual back-slapping exercise among the mapping community.
I'll Just Keep On Derailing The Thread
#1377 posted by ijed on 2014/11/04 20:53:36
what's the purpose of releasing a map?
Can't justify working on it anymore.
#1378 posted by JneeraZ on 2014/11/04 20:59:05
"You release it to be played, by players, "
Yes, and ideally they play the map you designed not the one they customized. :)
Talking At Cross-purposes
#1379 posted by Preach on 2014/11/04 21:33:47
I think there's a lot of cross purpose chat here, so I'm gonna try and post a few non-controversial things that everyone should agree on.
1. Maps with a fog key on should be loaded with those fog settings.
2. Going to a map with no fog key should reset fog to default in some sense.
There is a useful discussion buried somewhere in this thread, but it seems to be drowning amid people trying to argue in favour of 1. and 2. when actually nobody is arguing against them. mh, is this a fair point to start from?
what's the purpose of releasing a map?
The feeling of self achievement of having a "thing" under my name being "out there". The knowledge that I've learned a lot in the process of making it. The enjoyment I get from playing it. The knowledge that my target audience might even enjoy it. And if they don't, I'll get earnest feedback from them, because there is no "mutual back-slapping" in this community at all. (But you probably haven't noticed that, because you're a complete cunt.)
Whut?
#1381 posted by ijed on 2014/11/04 22:01:11
Because he makes reasonable well thought out conversation points and great engines?
Both of those points are questionable to say the least.
Guys, Please...
#1383 posted by negke on 2014/11/04 22:32:10
Also, my cocern wasn't even so much about the questions "what the player wants" versus "what the mapper intends" than the risk of accidentally, unintentionally or unknowingly 'spoiling' a map with the wrong settings.
Questionable But Not Questioned?
#1384 posted by Preach on 2014/11/04 22:38:46
OK, I think I phrased my preamble wrong. I wouldn't want to go as far as saying nobody would disagree with 1 or 2, simply that at the moment it doesn't seem like anyone here does disagree with either.
IMO
#1385 posted by ijed on 2014/11/04 23:37:23
Most players aren't going to customise the fog.
If they want to, that's fine by me - I always release the map sources and its not even my IP, so I've nothing to get shirty about.
It's just a bug; maps shouldn't inherit fog not intended by the creator.
One Toxic Prick
#1386 posted by Spirit on 2014/11/04 23:58:19
It's not just fog though, think of things like wateralpha too. I'd wager that custom wateralpha settings and vispatched maps are much more common than people using different fog settings. Quake is messed up. :}
Just To Be Clear
#1387 posted by ericw on 2014/11/05 00:13:22
Fitz/QS have always reset fog on map changes (whether or not the map you change to has worldspawn fog). So do Darkplaces, FTE, DirectQ, RMQEngine, and Qrack. The only engine I know of that doesn't is ezQuake (e.g. map e1m1, turn on some fog, map e1m2 - the fog will still be there.)
The thing with Tronyn's jam map was just a weird bug - Fitz/QS were clearing fog on map changes by just resetting the density to 0, which would normally work fine, except Tronyn's map happened to only specify a density, so that was combined with the last set of fog colors used.
I don't think anyone's really arguing that QS should change its fog command to match ezQuake.
Ah
#1388 posted by ijed on 2014/11/05 01:03:31
I missed that in the back and forth.
So, just set all 4 values to avoid the bug...
#1389 posted by necros on 2014/11/05 01:17:03
Yeah, my primary argument was towards just removing user configurable fog and skybox (thereby rendering the problem of whether to reset to no fog or user specified fog on a map change a moot point).
Tweaking Cvars Randomly From Gamecode For Anything Except Menus Is Evi
#1390 posted by qbism on 2014/11/05 02:54:08
+1. People think these trigger_cvarset maps are buggy. I'm scared to copy-paste this into my engine. Also, why is 'fog' is a command and 'r_skyfog' a cvar?
|