@Qmaster
I think he used QuakeEd or one it's variants. I would imagine for this detail level hint brushes were "the right thing to do" or just force of habit. Would like to hear from sock on both counts.
https://twitter.com/SimsOCallaghan/status/875411353737015297
QuakeEd???
#148 posted by mfx on 2017/07/10 23:06:08
Nah, the shot is from Radiant with a proper black on white interface.
@mfx
Radiant really IS QuakeEd... for us old timers anyway. :)
I have QuakeEd on the brain as I tried to launch it the other day.
Side question: how many fucking versions of (x)Radiant are there anyway?
#150 posted by ericw on 2017/07/10 23:24:31
I doubt the hint brushes have a huge impact on vis quality.. but it would be easy to try deleting them all and see how the "average leafs visible" stat changes (re-run qbsp + vis).
Also - I think there is at least one bug with them in my qbsp currently - ChooseMidPlaneFromList, which handles splitting until the nodes are below 1024 units cubed, is not aware of hint brushes.
afaik the intended use is when you have, say, two large outdoor areas that should never both be simultaneously visible, but qbsp is choosing wrong splits such that a corridor between the two areas can see into both. then you'd use hint brushes to force leaf boundaries in specific places to fix the vis-blocking.
Running This With The Quake Injector.
#151 posted by Baz on 2017/07/11 22:43:35
i haven't installed mods/maps of quake for years, so i've forgotten stuff.
the quake injector is supposed to take the stress away.
i still can't run this.
i click 'play', and at the bottom of the screen, i seee this:
"maps/ad_sepulcher.bsp not found"
"couldn't spawn server maps/ad_sepulchre.bsp"
i hit esc, to the main quake menu.
at the bottom, it says " current mod: ad"!
so something's registering.
simple stuff:
quake directory
id1 folder inside it
new quakespasm spike contents inside the main quake root directory, sitting alongside the id1 folder.
qi installed ad and the sepulcher files into the ad folder in the main quake directory (i assume it has put the patch in there aswell).
the ad readme mentioned placing -heapsize 256000 -zone 4096 in the command line.
i have done that in qi.
the sepulcher readme also mentions placing -game ad +map ad_chapters in the command line, so i have added that after the other headsize one.
looks like this:
-heapsize 256000 -zone 4096 -game ad +map ad_chapters
i'm not sure what else to do.
Jizzy Munkey Knuckles :(
#152 posted by Baz on 2017/07/11 23:18:19
for some reason, there was an issue with the installation of the main ad files.
qi said they were there, but they hadn't correcly installed.
i still says update 1.50, not 1.60.
how do i get it to update to 1.60.
i have installed both arcane dimenions and sepulcher, but the start map says 'ad sepulcher unavailable?
i assume i cannot just dive straight in and choose ad sepulchre and play it, you have to complete arcane dimensions first before it will give access to the sepulchre maps?
#153 posted by ericw on 2017/07/11 23:36:01
ad_sepulcher is currently distributed as a patch that needs to be extracted on top of an AD 1.50 installation.
I don't think quake injector can deal with AD_sepulcher properly, for now I would just follow the install instructions in ad_sepulcher_readme.txt in the AD_sep download.
"ad sepulcher unavailable" means the ad_sepulcher files weren't installed on top of the AD1.5 install.
btw you can play ad_sep without beating the rest of AD first.
Aha!
#154 posted by Baz on 2017/07/12 02:06:43
i have just done a manual install of ad, the patch & ad sepulcher.
i was trying to add the '-heapsize 256000 -zone 4096 -game ad +map ad_chapters' command to the main qs .exe.
i didn't realise that i had to create a shortcut of the exe, then add it to the target line.
it loads, AND it now says 1.6, top stuff!
just to check:
-heapsize 256000 -zone 4096 from the ad readme.
-game ad +map ad_chapters from the ad sepulcher readme.
combined as -heapsize 256000 -zone 4096 -game ad +map ad_chapters in the shortcut target line is correct?
it hasn't crashed yet.
You Should Be All Set
#155 posted by ericw on 2017/07/12 03:00:26
-heapsize 256000 -zone 4096
are the defaults in QS for the last few versions so you don't strictly need to specify them.
#156 posted by Mugwump on 2017/07/12 10:24:27
you don't strictly need to specify them
That's good to know. I've been adding these params to my QS shortcuts automatically, now I don't need to.
#157 posted by anonymous user on 2017/07/12 12:59:04
i'm good to go, then!
there are some odd frame drops that last for about5-10secs.
it's not related to looking at any specific sections/areas.
if you walk back, then forward to where you were again, it seems to go away.
just mentioning this, as i hope there is nothing wrong with my pc.
a 660 & i3 should be fine for this mod, i assume?
Lol
#158 posted by Qmaster on 2017/07/12 22:12:34
I've been adding heapsize and zone fluff to my command line forever too. Heck I think I even wrote it into my autoexec
Baz
#159 posted by sevin on 2017/07/13 05:50:07
I get stutters in the first few areas, they eventually go away for me later on.
144hz
#160 posted by Baz on 2017/07/13 13:25:44
ok,
not that you really NEED anything more than 60, and 144fps would probably knacker up the physics, but just 'cause i've noe got a 144hz monitor, i wanted to try this map with it.
the skill map is fine, but upon entering forgotton sepulcher, idrops down to 60 instantly.
then again, it IS a very very intensley detailed map, isn't it?
Explorer-fest!
#161 posted by Baz on 2017/07/13 13:30:01
so much to see and do.
loads of twists, turns and hidden paths.
tbh, i play this very tentatively, definitely not running in there like rambo.
as such, if people were watching me play, it might drive them mental!
i haven't been playing this all in one go atm, and as i have not played quake for 3 years, i am playing this on normal.
after, i'll up it to hard.
#162 posted by mh on 2017/07/13 15:17:30
the skill map is fine, but upon entering forgotton sepulcher, idrops down to 60 instantly.
Try disabling the extra particles (check the readme for the exact command for that) - I've done some benchmarks and these particles can account for up to 50% of your frametime in this map.
144Hz
do you have host_maxfps set to 144 or higher?
Nice!
#164 posted by Baz on 2017/07/14 08:42:14
cheers mh, i'll try that when i get home from work.
no dumptruck, i have it set to 144.
Not Sure Where To Start
#165 posted by Baz on 2017/07/16 01:42:35
ad_sepulcher_readme
not sure how to deal with the particles in this file.
Secrets
#166 posted by Baz on 2017/07/16 23:10:57
has anyone done eplaythrough video where they find all the secrets?
#167 posted by mh on 2017/07/17 10:43:39
ad_sepulcher_readme
not sure how to deal with the particles in this file.
My mistake, it's actually documented in the supplied quake.rc
#168 posted by Jaromir83 on 2017/07/17 14:47:28
unbelievable amount of details! felt lost at first mainly due to the new over-the-top particles/low FPS, but once I started the game using
quakespasm-admod.exe
and not
quakespasm-spike-admod.exe
everything was ok
Oh
#169 posted by Baz on 2017/07/17 18:58:19
so i can just use quakespasm-admod.exe and that will (by default) load the map without the particle effects?
mh:
sorry, i still do not know how to do this.
i simply assumed where it says this:
// 1024 Turn ON particle system (default OFF)
i just delete ON ans type OFF, then save the file, load the map etc.
Just Tried It
#170 posted by Baz on 2017/07/17 19:20:24
a definite improvement.
although it dropped to around 65-70 in that swamp section that leads into the main area where you fight the boglord.
could be the greenish fog?
120-144 looks nice, but 60 is fine, as quake is designed to run nice at 60 anyway ;)
@Baz
#171 posted by mh on 2017/07/17 21:49:42
IIRC the default value for the temp1 cvar is 5120 so just set it to 4096 instead and restart the map.
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