Woops
been a long hot day I am downloading the source. :)
Haunted Elevators And Insane FPS
#18880 posted by Redfield on 2017/09/02 21:08:31
Hey there,
Does anyone know if there is a workaround or solution the mapper can implement to reduce the instances of elevators that randomly hurt the player, or reverse direction.
The map I'm working on has done this to me and a few testers on occasion. It seems to happen in Quakespasm frequently. I've read it is related to the host_maxfps and physics. I tried seting my maxfps to 60 and it seemed to help. I'm just wondering if there is anything I can put in the map to reduce this? The speed of the elevator maybe? I just don't know if telling all players to cap there fps at 72 is a workable solution.
FPS Glitch Workarounds
#18881 posted by Qmaster on 2017/09/02 21:53:21
Try a speed less than 60 perhaps.
But really, we're all handicapped to use lower FPS due to the physics issues inherent to the engines currently. If you want, you could mention that players who want to use higher FPS must use Darkplaces (at the horrible expense of non-twisty water).
For the love of all that is holy, why is there no twisty water in Darkplaces??? Otherwise it would be perfectly serviceable.
#18882 posted by negke on 2017/09/02 23:47:55
If rising the max_fps above 72, problems like that are to be expected. However, it can also happen with standard values under certain circumstances. Some random hiccough in the clipnodes or physics.
I suppose you could try changing the brushwork of the lift and the area surrounding it in an attempt to stop the issue from happening. Or maybe maybe insert the whole thing elsewhere in the brush order (top or bottom of .map file) to influence the way QBSP generates the corresponding data.
Lightmap Question #2045379
#18883 posted by PRITCHARD on 2017/09/04 12:26:48
Are sunlights known to cause ugly seams? Or what could be the cause of this?
https://i.imgur.com/AqeC21W.png
The only light is _sunlight with _sun_mangle "60 -45 0".
#18884 posted by PRITCHARD on 2017/09/04 14:27:40
Never mind, it's a bug with tyrutils-ericw 0.15.10:
.10: https://i.imgur.com/Tuub6Pe.jpg
.9: https://i.imgur.com/J1dwbIt.jpg
:/
@pricthard
Just a thought but what is your sunlight penumbra setting?
#18886 posted by PRITCHARD on 2017/09/05 08:48:58
Everything was default, except for -extra4 and -soft. I hadn't started messing with things like penumbra yet.
I'm just going to be using 0.15.9's light.exe until 0.15.11 or 0.15.10.1 (lol) drops, anyway. Apparently there aren't many downsides (particularly, not any that will affect how I make my maps)
A Question For Those Who Understand Q1 Vs Q2 Rendering.
#18889 posted by damage_inc on 2017/09/09 01:05:03
After many hours I found what I think is an acceptable way to convert Q1 textures to Q2(this was a request of sorts)
When I say acceptable I mean, a non destructive conversion! Which was every tools way of converting previous, hehe.
Here is a sample: https://media.discordapp.net/attachments/355836262847873045/355847674475446272/side_by_side.jpg
The jpeg straight out of the .wad on the LEFT, my converted .wal file on the right.
I think the conversion looks decent enough? But in Q2 I just think it looks like poop.
Thoughts?
#18889
#18890 posted by Spike on 2017/09/09 03:57:05
Q1 and Q2 have different palettes. You cannot convert from one to the other without destroying information.
Your .wal is thus slightly less bright etc.
On the other hand, if you use .tga instead then you can avoid the palette thing entirely, but this won't work in vanilla, obviously (most q2 engines are fine with a .tga instead of a .wal, but its best to provide both in case someone insists on vanilla/sw).
Lighting
#18891 posted by Qmaster on 2017/09/09 04:00:49
Due to palette differences, the texure will shadow differently.
Quake 1's versatile palette:
https://quakewiki.org/w/images/0/09/Qpalette.png
Quake 2's restrictive palette:
http://fabiensanglard.net/quake2/quake2_palette.jpg
Now, Q2's palette is more bland because Q2 relies heavily on colored lighting. Try using light color to correct it maybe. :)
Not Just Palettes
#18892 posted by Spike on 2017/09/09 09:24:59
Q2 was designed with old opengl in mind.
it has no fullbrights (nothing can glow in the dark).
it has no overbrights (brighter areas cannot oversaturate, resulting in flatter dull lighting)
it has rgb lighting, but this mostly just means that they went crazy with it, thus anywhere even near sky becomes orange, which reduces effective palette variation even more.
Moving To -bsp2
#18893 posted by Redfield on 2017/09/11 06:50:46
No not moving literally, I'm still stuck here in the Canadian wilderness...
My AD map which is almost finished the beta stage has gotten a little bigger. Sometime at the point it grew from 10 000 brushes to 11 000. I got an error message (tyrutils v0.15.10) "Too many vertices... compile with bsp2..."
It wasn't a leak since the map still does full vis/no leak detected/no pnt file, and adding the bsp2 tag has fixed it. I guess it literally had too many vertices. Is there anything I should know now that the map is in this format? Everything seems to be working fine. I guess I'm stuck with it at this point since I won't be deleting details this time.
Thanks
#18894 posted by PRITCHARD on 2017/09/11 07:00:45
My understanding of BSP2 is that OTP will tell at you and your map won't work in old engines. I'm not aware of any engine that's actively developed that doesn't support BSP2.
WTF Android
#18895 posted by PRITCHARD on 2017/09/11 07:01:47
*yell not tell! In what world is it okay to "correct" a perfectly spelled word?!
Its All New To Me.
#18896 posted by Redfield on 2017/09/11 07:06:56
I figured as much, I'm mostly learning this stuff as I go, and have gotten lots of great tips from the masters.
Since its an AD map the player will have to use Quakespasm, Mark V, or Darkplaces anyways, so I hope no one gets mad at me... I'm actually surprised how well it performs in Darkplaces on my machine with integrated graphics.
Thanks.
If you get too many vertices on a sealed map then it's time for BSP2.
Pritchard
#18898 posted by Mugwump on 2017/09/11 14:44:47
It's easy to make typos on these tiny virtual keyboards. Since tell and yell are both valid words, Android proposes them both to choose from above the keyboard. If you forget to pick one, it's not Android's fault... ;)
Sorry for the OT, guys.
#18899 posted by PRITCHARD on 2017/09/11 15:36:01
My phone is large enough that the keyboard is actually very reasonably sized for thumb use. I decided to just turn off autocorrect completely anyway, if I really need it the suggestions bar is still there...
In OTish news, what do people think about hiding small items in total darkness? Right now there's a rotten health hidden in a little alcove that's pretty easy to spot but unlit. Should I throw a little light in there or is it okay to have something you'll only really find by accident like that?
Don't Worry About Using BSP2
#18900 posted by Orl on 2017/09/11 16:29:46
Many engines support it, and it's no different from bsp29 other than increased limits on just about everything. Nobody will be mad at you :)
#18901 posted by Mugwump on 2017/09/11 17:22:42
hiding small items in total darkness
That's a no-go in my book, unless it counts as a secret - but a secret for just a rotten health might be a bit of an overkill.
That said, wouldn't the fullbright parts of the health box make it noticeable?
Didn't know you could still use the suggestions bar with autocorrect off.
#18902 posted by PRITCHARD on 2017/09/12 09:03:55
Suggestions bar depends on your keyboard. I use Google's "GBoard" on my phone.
And there are no fullbrights on the health pickups in AD's medieval set.
I think you're right about it being a no-go. The fact that I wasn't sure about it should have told me all I needed to know about the placement...
#18903 posted by PRITCHARD on 2017/09/12 10:23:57
Does anyone have advice on how to build something like this out of brushes? I want to make it hollow on the inside as well.
Thanks!
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