News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
Also 
lern hwo to spel u nboo! 
No 
this is serious. something is wrong on the internet. 
@negke 
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... 
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 
Just emailed a vicar to see if they would marry my fiance and I.....

Is that totally inappropriate? 
 
didn't know you swung that way ricky. 
Hmmmm 
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 
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: 
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 
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 
now I have large, large scraps that have never even been compiled. 
@Spiney 
numpad should be fixed now. 
@Spike 
Thanks! I'll check it out :) 
#22678 Fifth 
Me too doing this after adding one single brush, or even a light source.
Just for the look at it, strange.. 
#22678 / #22682 
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 
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 
ALL HAIL 
My Friends Call Me Nova 
 
Quake Soldat Mod 
Anyone has a working mirror for this?
http://www.moddb.com/mods/soldat 
Review(s) 
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? 
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 
but how is that relevant to quake's baked lightmaps? 
Only Useful For RT Engines. 
Using a similair lightmap layout to do edge marking for static shadow volumes. Would require compiler support etc... 
Thinking About It Some More 
Probably wouldn't work since you'dd get discontinuities between lightmap and rt shadows due to blending and interpolation limits etc... Otherwise writing light indexes into lightmaps but then you need to worry about permutations and compression and it just turns into a shitfest lol.

Once you have shadowmaps anyway it's probably more temping to just slap some PCF on top and not bother with writing another complex subsystem. Probably why no product ever shipped with this.

But yeah, I just want games with faster shadow volumes :( 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.