I Need
#1395 posted by Tronyn on 2004/09/20 18:51:42
some testers for a Q1SP beta. System requirements are fairly high for a Q1SP. Please post here or email me (netgames@netdp.com), as I'll need to make sure the public finds the map playable before I release it.
Hmm
#1396 posted by nonentity on 2004/09/21 03:50:02
nb, just memorise 1/(2^x) for x from 1 to 8
RE: I Need
#1397 posted by Jago on 2004/09/21 06:26:00
I am up for it.
Tronyn:
#1398 posted by necros on 2004/09/21 13:17:24
email me with whatever.
Tronyn
#1399 posted by MikeWoodham on 2004/09/22 13:27:09
Sorry to hang out the dirty washing but my e-mail is kaycuffed.
Following error occurs:-
'mapversion' is not a field
'mapversion' is not a field
call1 464(precache_model(precache_model ()
demon.qc monster_demon1
(no function)
pf_precache_model: overflow
host_error: program error
I remember SOA now I've seen it!
Mike
#1400 posted by aguirRe on 2004/09/22 16:43:26
Old QMap thread 2001 (also available zipped at my site), GlassMan posts:
too many precached models. Only 255 allowed including brush models. Remember each individual func_movewall, func_illusionary etc etc will count towards that maximum. Use mcache to list them. The items marked *1,*2, etc are your brush models.
it will include all the weapon models, health etc etc..use mcache & you will have them listed. 195 is a _lot_ of brush models.
Also Includes trigger_* brushes
The limit is not 256 'bmodels'. Its 256 models of all kinds. That includes sprites, each type of monster, monsters heads, the bsp of the map itself, weapon models, the rocket model, the nail, gibs the lot. I doubt you would have enough space left for all these models if you have 200 'bmodels'.
Ok...
#1401 posted by Tronyn on 2004/09/22 18:15:42
I don't mind. See on my system this map runs perfectly fine under Darkplaces without lag or errors, and when I play it it seems like the difficulty is reasonable enough... hehe. See, that's why I have testers, as for everyone else it's undoubtedly buggy and impossible :)
So, I guess I could try to reduce the amount of models in the map, but given as it has so many monsters and it is so large, I don't know if it's feasible. Hmm.
...
#1402 posted by necros on 2004/09/22 18:24:23
fek, looks like i'll need to use darkplaces too...
Yes
#1403 posted by Kinn on 2004/09/22 18:51:37
As I mentioned in my email (to Tronyn), DarkPlaces was the only engine I found that could run this map.
Newest Work.
#1404 posted by Fjoggs on 2004/09/23 13:53:06
Hmm
#1405 posted by nonentity on 2004/09/23 16:04:42
The walls in the first shot are a bit too grid like imo, try making the insets wider than the supports, atm it's too many 64x64 panels which make it look overly repeative.
Second shot looks nice, but you might want to think about making some of the insets a different colour (especially the set in curved bit going down the wall and along the ceiling on the left corridor), again to break up the repeative look a little bit.
What Nonentity Said...
#1406 posted by Shambler on 2004/09/23 16:23:29
...but I would add that the theme, build quality, and lighting are all looking good. The second shot is particularly sweet lighting-wise.
But yes, a less panelled look is worth striving for.
Tronyn...
#1407 posted by necros on 2004/09/24 21:34:49
did you get my feedback?
Shad3dm2 - Deep Freeze (Beta 1)
Well my Q3A port of my Q2 map - Deep Freeze is finally ready for testing!
This is a beta release, as a few things aren't quite completed but I wanted to get this out for a bit of testing to refine it before going further.
COMPLETED
- Layout
- Architecture/Details (May add a few more details/effects)
NOT COMPLETED
- Clipping (Clip / BotClip Brushes)
- Ambient Sounds (There are none)
- Lighting (Nearly perfect, but might need to touch up a few areas)
- Bot Optimizing
- Weapon / Ammo Layout (Would like suggestions if any on this)
Download: http://shadowdane.shackspace.com/shad3dm2/shad3dm2_beta1.zip
Shadowdane
#1409 posted by nitin on 2004/09/25 21:29:18
has it been optimised? I get severe slowdown in the main atrium.
I like the layout and look though, nice detailing and brushwork. Texturing is pretty well done, it's good that you havent restricted yourself to just some of th emore common textures from that set. Lighting wise I think the blue lights could be 'colder', they dont lookr ight ATM.
I didnt play it, mainly because of the slowdown I mentioned above so cant really comment on the items.
Thanks
#1410 posted by Fjoggs on 2004/09/25 22:29:28
Thanks for the comments noentity and shambler. I'll take them for revision ;)
Nitin
yeah its about at optimized as its gonna get.. Due to it being pretty open level r_speeds average around 10,000 - 12,000 in the main atrium.
What kinda hardware you running??
I get no slowdown at all
about the blue lights being colder, what do you mean by that? More blue, softer, more saturated?
Shadowdane
#1412 posted by nitin on 2004/09/26 01:06:39
darker and more blue.
I'm running a p3-733 with a GF2, pretty old stuff but most q3 levels run fine on it.
Nitin
cool.. I'll have to adjust the lighting that and see how it looks.
I'm still going to tweak things a bit, see if I can bring down a few hot spots. There is a few spots where r_speeds can jump to 20,000+ O_O
But honestly I was aiming this level at a more mid-range to high-end setup. But I'll see if I can bring r_speeds down a bit without doing anything major. I really dont want to cut detail or change the layout.
Yup, Necros, I Got Your Feedback
#1414 posted by Tronyn on 2004/09/26 16:21:35
& thanks for it
New Q1SP Preview
#1415 posted by JPL on 2004/09/27 02:08:57
Well, after 6 months of work, please find here 4 screenshots about my new incoming Q1SP map... There are not yet monsters even if some life and ammos are already present, perhaps layout and lightning effects can be improved, but the global architecture is fully built...
http://lambert.jeanphilippe.free.fr/Screenshots/SGC1.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SGC2.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SGC3.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SGC4.JPG
All feedback and comments are welcomed..
Cheers
#1416 posted by Tronyn on 2004/09/27 02:31:23
hey man, looks really cool.
you should rip some HL textures or something and put some vehicles in there (parked of course).
looking forward to it.
JPL.
#1417 posted by Shambler on 2004/09/27 05:34:43
Interesting, some good design features in there. Obviously not particularly quakey but suitably gritty and grimy so it should work.
I think you could improve the consistency between the shots tho, some of them don't seem to be related to the others, thematically.
It's a good start though.
Shambler / Tronyn
#1418 posted by JPL on 2004/09/27 05:46:20
Shambler: To explain a little more: This map is a base-based map. You start the level from screenshot 1, and you have to progress throught different level (0, -1 and -2, using a lift) to screenshot 4... and this relates only the Silver Key Card search... 1st and 2nd screenshots show the first part of the map (the "chicane" entry and the "garage" parts).. here you are at level 0. The 3rd and the 4th screenshots show respectively the room with the Gold Key Card Door and Silver Key Card location (level -2 and -1 respectively).. As the scrennshots relates some different zone of the map, it seems normal that they can't be related to the others, thematically ;)
Tronyn: Very good idea !! I found some good prefab on the web, and sure I will try to add them ASAP
Thanks for the feedback.
JPL
#1419 posted by nitin on 2004/09/27 07:17:51
sorry I dont really like it much. It looks a little plain, maybe its just the areas in the screenshots.
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