Wow.
#1 posted by Drew on 2007/11/04 04:56:49
I just read the post about this in the speedmapping pack, and was about to start mine. sucks.
Played Them
#2 posted by Drew on 2007/11/04 05:14:14
Awesome.
One More Map
#3 posted by
negke on 2007/11/04 09:49:59
Speeds made a map too.
http://speedq1.leveldesign.org/images/sm139_spd.jpg
Moderators: Please add his name and the link to the top post. Thanks.
Woah
#4 posted by
Spirit on 2007/11/04 11:59:27
Awesome map, Speedy!
Excuse the poor looks of mine, I spent most of the time on the gameplay. Plus QuArK with Wine has a lot of annoying quirks.
This was a nice session. We should do it like this regularly. :)
#5 posted by
Trinca on 2007/11/04 14:23:00
great pack :\ just wait for me next time, or i will shoot someone next time :| you bitches dont love me :\
http://trinca.quaddicted.com/temp/sm139.dz
two first runs
and spd second run fucking Spawns :\
#6 posted by Drew on 2007/11/04 20:40:56
Next weeks theme should be "Include Trinca".
Speedy's Map
#7 posted by
bambuz on 2007/11/04 23:41:30
was nice. I even managed to die the first time.
P.S.
#8 posted by
metlslime on 2007/11/05 07:51:44
to whoever is taking the screenshots -- try running in 32-bit mode. The sky colors will look better.
OK
#9 posted by
negke on 2007/11/05 11:31:23
Fitzquake sometimes screws around with its resolution. I probably forgot to set it back to 32.
Btw. Why is lighting handled differently in Fitzquake (ostensibly also DP) and regular GLQuake-based engines:
http://speeds.quaddicted.com/q1light.jpg
Which Engine Is Which?
#10 posted by
RickyT33 on 2007/11/05 12:19:34
just curious (i.e. top screenshot, bottom screenshot)?
Lighting
#11 posted by Spd on 2007/11/05 13:22:46
top - fitz
bottom - almost any other (in that case I used bengt`s)
no ID gamma used
AFAIK only fitz and DarkPlaces do nice overbright effect (not counting QW engines)
In other gl engines the light is like 50% range of what it should be :(
thx for comments demos are wellcome
Cool Maps
#12 posted by
rudl on 2007/11/05 14:08:02
Spd
You can't expect too much contrast with
minlight 15 and a small 70 light
Erm...
#13 posted by
RickyT33 on 2007/11/05 14:14:51
Could you use a higher light value (not worldspawn I mean, but individual light ents) but a 'fade distance multiplier' value greater than 1 (i'm using an fgd file with that on worldcrafts 'smart edit' feature, cant remember the actual key name (anyone?)). I believe this would give a brighter inner light, but without the light spreading too far.
Rudl
#14 posted by Spd on 2007/11/05 15:59:20
yes I can. with inverse square fall off (= delay 2) its 100% bright in the center
Neglke:
#15 posted by
metlslime on 2007/11/05 23:20:52
Btw. Why is lighting handled differently in Fitzquake (ostensibly also DP) and regular GLQuake-based engines
The original quake (software) engine used overbright lighting, which means the lightmap brightness can go up to 200%. So, light.exe creates BSP files with lightmaps that go up to 200%.
In glquake, since it was such a rush-job (I think carmack said he wrote it in a weekend) there is no overbright lighting, so every part of the lightmap that goes above 100% is flattened to equal 100%. This is why glquake looks just fine in darker rooms, but in bright areas the lighting looks very flat.
Fitzquake and darkplaces restore the overbright feature of the software renderer, so that lighting hot-spots will actually be as bright as intended.