Save Me Trawling...
#126 posted by Mike Woodham on 2005/02/02 04:13:56
With FitzQuake the sun is behind the castle as you emerge from the start point. This is clearly where the sun should be according to the shadows.
In DarkPlaces, the sun is behind you as you emerge from the start point to face the castle. And, therefore, the shadows are in the wrong place.
Presumably this is because DarkPlaces handles the skybox differently.
Comments please: is it important, does it spoil gameplay, is there a workaround etc?
Mike
#127 posted by Kell on 2005/02/02 04:24:13
LordHavoc and Kinn had a little confrontation on IRC about this - yes, DP aligned skyboxes incorrectly relative to every other quake-engine games. LH implemented a fix, though I don't know if that version of DP was/is released yet.
Given that dramatic setting is the principal achievement of this map, I'd say correct skybox alignment is important, and that's not just my obvious bias talking ;)
Kell
#128 posted by Mike Woodham on 2005/02/02 04:49:47
OK, thanks. I've tried the latest version but it's no different.
I agree that sun, shadow, skybox alignment is important. It really jumped out at me when I tried DarkPlaces.
Yes
#129 posted by Kinn on 2005/02/02 05:03:27
This is why I hate most custom engines - they have the uncanny ability of making the map designer look like an idiot :)
Yes
#130 posted by Kell on 2005/02/02 05:19:44
Though map designers frequently achieve the same effect all by themselves :P
Out Of Order
#131 posted by Trinca on 2005/02/02 06:04:08
what irc server do u guys use???
i use quakenet are u at enterthegame?
Trinca
#132 posted by Vondur on 2005/02/02 06:14:38
irc.gamesurge.net
Heh,
#133 posted by necros on 2005/02/02 07:00:08
i never even noticed it when i played but yeah, the skybox was reversed for me too. :P
...but i rarely notice things like that anyway.
o_o
Skybox
#134 posted by Kinn on 2005/02/02 07:17:06
Is correct on my DP beta - but those never get posted on the DP website - you have to ask LordHavoc for them. Maybe he reverted the skybox back to the wrong configuration for later versions, I dunno o_O
Lol, Kell - I remember the skybox palava in #tf - I can't be bothered to go through that again O_O
#135 posted by Trinca on 2005/02/03 03:51:56
didn�t find irc.gamesurge.net :( in my mirc...and i got a huge list!!!
Trinca
#136 posted by JPL on 2005/02/03 04:23:25
I think you can access via a web browser using http://www.gamesurge.net but I'm not sure, correct me if I'm wrong..... BTW, I never be able to connect the irc using this method... doh...8P
Trinca, Just Add New Server To The Server List Dammit
#137 posted by Vondur on 2005/02/03 04:41:38
yes
Bleh
#138 posted by bal on 2005/02/03 05:43:19
Just type in /server irc.gamesurge.net
Cant Download
#139 posted by nitin on 2005/02/03 06:37:46
any other links?
PWND!
#140 posted by Shambler on 2005/02/03 06:57:06
Poor nitin. I did a quick google and the Fileplanet link is dead too....perhaps it was a limited edition thing you'll never get to play now??
Got It
#141 posted by nitin on 2005/02/03 08:11:52
off underworldfan's site :)
Wow
#142 posted by nitin on 2005/02/05 00:30:18
everything that needs to be said has already been said but this was perfect in my book. Nice mix of set piece and general level desgn both in terms of gameplay and visuals.
I would just like to make special mention of the new monsters which fit in so well that they didnt really feel new at all, rather when I encountered them it felt as if they were always part of the quake world. I hope they are used in future levels because they are very good additions (especially the flying imps although the big creatures at the end are fantastic too).
Btw
#143 posted by nitin on 2005/02/05 00:35:39
I used the nehahra version of DP because it is the only version of DP that I can configure to my liking even though it runs a bit slower than other engines. The skybox appeared correctly in this version.
Good Work!
#144 posted by Sheephead on 2005/03/13 04:20:04
Amazing map, its a shame that no matter how I configure any of my engines, it runs slow when you leave the cave and see the first view of the castle
Not Slow
#145 posted by bambuz on 2005/03/14 18:28:14
in fitzquake it is fast, use that, it has rendering optimizations. At least for me, in GL. the specific glmarcher was slower. :/
Try
#146 posted by aguirRe on 2005/03/15 07:34:04
adding cvar gl_subdivide_size 512 to your autoexec.cfg and restart. In maps with a lot of sky it can make a big difference.
Problem
#147 posted by Demiurg on 2005/03/27 03:57:53
My problems running it in GLMarcher turn out to have a simple reason: it doesn't support resolutions higher than 1280x720. I tried to run it in 1280x960, which is the res I used then in FitzQuake (1600x1200 on my new comp)...
So there you go... Still looks great in 1152x864 though.
I've Run It
#148 posted by aguirRe on 2005/03/27 05:21:34
in 1600x1200x32 (fullscreen/window) without any problem (GeForce3). I think it might be your gfx card (ATI?) that possibly overflows the old GLQ limit of 32 video modes, effectively disabling the higher resolutions.
Try the updated GLQuake 1.26 at my site http://user.tninet.se/~xir870k and see if it helps, it has support for 128 modes.
#149 posted by Demiurg on 2005/03/29 21:59:35
aguirRe> Yep, I have a X800XT PE. Thanks for the tip - will try it out.
#150 posted by Demiurg on 2005/03/30 08:29:54
aguirRe> 1.26 works perfectly in 1600x1200x32 as well. Nice.
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