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?
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?
Only Useful For RT Engines.
#22691 posted by
Spiney on 2013/04/15 15:54:59
Using a similair lightmap layout to do edge marking for static shadow volumes. Would require compiler support etc...
Thinking About It Some More
#22692 posted by
Spiney on 2013/04/15 16:22:56
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 :(
ROTT
The multiplayer gameplay looks very oldschool fast. Wish I had the machine to run it -
http://youtu.be/dWhsZAhfyqc
Hahaha
#22695 posted by
DaZ on 2013/04/18 15:38:07
but please, link the youtube vid in future. I hate giving kotaku traffic :(
http://www.youtube.com/watch?feature=player_embedded&v=Vxxnq5YAVHw
Zerbrechliche Klauen For Wolf3D (Released: Feb)
#22697 posted by
quakis on 2013/04/19 00:17:51
Don't think is worth making a big news post for this, unless others think otherwise. Back in Feburary this year, I released a 3 level Wolf3D project. For anyone interested, here's some screenshots and a download link. Enjoy!
Screenshot 1 Screenshot 2
Screenshot 3 Screenshot 4
Download
#22698 posted by
necros on 2013/04/19 01:55:28
you can make maps for wolf3d?????