Problem With 'Quake' Facebook Page
#22666 posted by - on 2013/04/13 01:51:38
there's an admin who thinks it's his personal place to advertise his youtube channel and is kind of a dick
http://i.imgur.com/5irxeUy.jpg
#22667 posted by Spirit on 2013/04/13 02:02:45
no need to drag that here. I will deal with him tomorrow. thanks! (shitbook does not let me reply to your message because it's a virus.)
Also
#22668 posted by Spirit on 2013/04/13 02:04:17
lern hwo to spel u nboo!
No
#22669 posted by - on 2013/04/13 02:56:11
this is serious. something is wrong on the internet.
@negke
#22670 posted by Baker on 2013/04/13 09:27:40
I have a plan to deal with "too many monsters disappear in coop" like Masque of the Red Death.
Will test this tomorrow morning in some live coop action.
(Involves using "antiwallhack" for enhanced thinning out of entities sent from server to client. I think too many entities is the cause of this, if I recall not only are monsters disappearing but you will get no sound either as sounds are cut-off first).
Actually, if Mark V is the listen server, just type in "sv_cullentities 2" in console and anti-wallhack will thin out all entities with a strict visibility test.
Which is what I'm going to see if helps in a "all benefits, no drawbacks" way. (anti-wallhack is a bit a CPU intensive -- so while I know this should make monsters not disappear, I'm not sure if it might not have a framerate side effect on such a high entity count ... )
Thanks, I'm Paying Attention With My One Good Eye...
#22671 posted by Tronyn on 2013/04/13 09:36:03
PM and I only come to life occasionally, we are editing zombies sometimes able to whip another chunk of flesh at the larger project, but then going back to dormant mode. Peering up from my Vault of Zin, I would definitely want to address this since I plan on having full coop support for the eventual final DRAKE. Indeed, one of the few excuses I can imagine people having for replaying my reconfigured maps with some new ones as a "replacement Quake" is coop with PM's more challenging skill levels.
Blerg
#22672 posted by RickyT33 on 2013/04/13 18:07:12
Just emailed a vicar to see if they would marry my fiance and I.....
Is that totally inappropriate?
#22673 posted by starbuck on 2013/04/13 19:51:28
didn't know you swung that way ricky.
Hmmmm
#22674 posted by Baker on 2013/04/13 20:20:13
Results regarding coop and Masque of Red Death with sv_cullentities 2 = it runs a tad slow and large entities like door tend to get culled when they shouldn't (disappearing doors).
Part #2 can easily be fixed. Not sure how to fix the "runs a bit slow" part.
@Tronyn
#22675 posted by Baker on 2013/04/13 21:53:33
I know you like corpses and heads everywhere, but I'm thinking the only reasonable fix is adding corpse removal to your progs.
Although with Masque of the Red Death, someone could just use a corpse removal progs (wasn't the reason that -hipnotic was recommended for that map due to this? Although I see no evidence of that working, if so ...)
Add:
#22676 posted by Baker on 2013/04/13 21:55:56
At least if the coop cvar is 1. Single player isn't impacted, just clients connected to player that is running as the server.
Client Comments
#22677 posted by Ijed on 2013/04/13 22:54:36
How Often
do you check what you've made in the editor in the actual game?
I find myself doing a fast compile every 5-15 minutes... sometimes even after changing just a single thing!
I Used To Do That
#22679 posted by Drew on 2013/04/14 01:35:05
now I have large, large scraps that have never even been compiled.
@Spiney
#22680 posted by Spike on 2013/04/14 02:13:51
numpad should be fixed now.
@Spike
#22681 posted by Spiney on 2013/04/14 02:26:19
Thanks! I'll check it out :)
#22678 Fifth
#22682 posted by mfx on 2013/04/14 02:42:35
Me too doing this after adding one single brush, or even a light source.
Just for the look at it, strange..
#22678 / #22682
#22683 posted by JPL on 2013/04/14 10:08:38
I was doing that during my first mapping ages... and I tend to make it less often (not because I am not mapping that much nowadays...eh !), as I was gaining self-confidence in my mapping skill.. I guess it is what people generally call "experience"..
In anyway, compiling the map quite often is good to detect very early the map issues (leakage / HOMs / etc..), while it can be perceived as a waste of time...though...
I think each mapper has its own methodology ;)
Kona
#22684 posted by negke on 2013/04/14 11:03:48
Many of the level downloads on your site don't work! You don't happen to have released any map sources, do you?
Spirit Is My Hero
#22685 posted by - on 2013/04/14 11:39:20
ALL HAIL
My Friends Call Me Nova
#22686 posted by Spirit on 2013/04/14 12:45:45
Quake Soldat Mod
#22687 posted by Spiney on 2013/04/14 13:14:57
Anyone has a working mirror for this?
http://www.moddb.com/mods/soldat
Review(s)
#22688 posted by quakis on 2013/04/15 10:17:50
The Last Game by J.F. Gustafsson
Again, loving the 'random map' link at Quaddicted (wish I had one for Duke3D and Thief stuff).
For those interested in Doom; Crimson Canyon by J S Graham.
Not too pleased with the writing in this review personally.
Shadow Volume Fillrate Savings?
#22689 posted by Spiney on 2013/04/15 14:22:33
An old graphics paper, marking shadowmap edges and rendering those with shadow volumes... wonder if something similar could be done with Quake's lightmaps. DP has great shadowmapping, but there's something to be said of clean resolution-independent shadows...
http://people.csail.mit.edu/ericchan/papers/smapSV/
Running idTech4 at 1080p is pretty but slow on my budget setup :(
Interesting Paper
#22690 posted by Kinn on 2013/04/15 15:32:43
but how is that relevant to quake's baked lightmaps?
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