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You Can Sort Of See Two Bits Of Ground Which Look The Same 
one at the edge of the road where the boy was, and one a little to the left of there, under the branch.

Same in the photoshop vid, you could see some of the bricks were the same, or very similar. 
Dead Island 
Is great, the open world adds a lot to the game play. Coop is nice too. 
Shoutcraft Invitational Day 2 
http://www.twitch.tv/totalbiscuit

SC2 tourney day 2, starting any time now and going all day :) 
Cool Stuff Happened Today 
Can't say anything though, it's a s00kr3t :D 
 
Yeah, it's awesome to be Quake mapping right now. 
 
I miss the time when I used my head for mapping :\ I'm not a awesome mapper but I did fun little maps :\

The one that I love the most to work, most of the people didn't like it :p

I will have to find some time to make anything :\ 
 
I guess what the RickyT23 and gb are babbling about is the new "BSP2" format http://mhquake.blogspot.com/2011/09/updates-for-13th-september-2011.html

Not sure what is supposed to be secret about it (it was nothing surprising if you were following MH's posts) nor why they prefer to talk about in this holier-than-thou manner. 
PS 
Wait until you see the new Quaddicted omg it is the best Quake website ever! 
I Just Didnt Want To Blab About It 
Because I didn't make it, but I got excited because now I can make maps even bigger than before, because all the hard limits have been doubled. I nearly came in my pants.

PS - I'm looking forwards to the new Quaddicted, I probably check that page every couple of days or so. 
Ouch 
 
 
I presume you still have plans for detail brushes but that would be more complex on the map compile side? 
 
Actually would detail brushes only work with the RMQ mod? 
 
No, stuff like that would likely not require that mod because we have some guidelines that say "it should be easy to pick up or port".

@ Spirit: Who cares. 
With All These New Things 
I'm expecting monster maps. 
BSP2 
Extended BSP format with much higher vertex, clipnode etc. limits. Tools include TxQBSP2 (+ included skip and rotation fix), WVisBSP2 (threading support), and LightBSP2 (+ MH's coloured light and threading support). Engine support is in RMQe, documentation exists for engine coders.

The technical side at MH's blog:

http://mhquake.blogspot.com/2011/09/updates-for-13th-september-2011.html

Some comments from the design side by gb:

http://spawnhost.wordpress.com/2011/09/14/holy-shit-mh

I think there will be a release of the tools, engine and documentation, at MH's discretion, once everything has matured a bit, which can happen in a few weeks.

The stuff does not depend on RMQ the mod. It is also open source, of course.

I sincerely hope this will benefit people. 
 
 
Holy shit, glad you like it. 
 
ohh yes, love the off-axis corridors and strong use of trims.
is that with the new format?

anyway, technical specs of the bsp2 sound quite amazing. it'll suck being tethered to the rmq engine for a while, but it's good that it's a fully different format so adding it to new engines won't be a hassle.
no hint though? is that still not possible?

good work, mh, sounds exciting! 
Append 
so what are the new limits? hopefully they are stupidly high so we never run into them again! :D

but yeah, even just doubling the old 64k hard limits would be quite awesome. 
 
The elder world thing is just a tiny testmap, no BSP2 needed.

Lord MH will probably supply the details about the limits.

I also hope that other engines support the format. 
This Made Me Laugh 
Lol @ Zwiffle 
Brilliant!

Also - Limits - I think that the main limits (of Fitz .85 etc) are 655## marksurfaces and vertexes. By that, I mean that those are the limits which you are likely to hit with a huge and very detailed map. MH has supposedly doubled those limits (consider the largest map you can think of, possibly the Warp 'city' map (with 666 monsters) or huge maps like Marcher etc. Well now we can have maps which are twice that size. As in 131### vertexes.

AGLQuake would run maps which are compiled and have more than 65K verts, but you would find giant moving polygons flickering through the whole map, and the clipping would be all b0rked.

This is because (in my simplified terms) that the actual BSP format itself has these limits, rather than the problem being that the engine wont run them.

I wonder if AGLQuake will run BSP2 maps...... 
Nope, It Doesnt. 
First time I've had a map crash AGLQuake, lol. 
 
hopefully mh swings by and clarifies more. :) 
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