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Brutal Doom V19?!?! 
Re Quake To Dark...thanks 
nitin I would like to try your version of the idgamma pak. I see you posted it. Thanks. I will try deleting the 2nd pak file in backstein and see what happens. Negke yes the idea of the idgamma was to lighten glquake but it works on all maps,engines etc as far as I know. Be careful knocking someones wants. I still play maps from the 90's. I currently use fitzquake 0.85 but it doesn't fix the darkness problem if that's what you mean. If not explain as I can always listen to new ideas. 
Idgamma Pak 
nitin is it the pak 2 file? What do I do with it. 
Nitin's Pak File 
It works! Thanks :) 
The Only Maps/mods Idgamma Doesnt Work Properly With 
and I honestly dont know the technical reasons, just from experience, are Nehahra and killjoy's map Avinpaala Prasaada, the one with the ikwhite textures. 
Preach. 
Thanks, kinda get that. 
Preach 
Hah, awesome for chasing that down. I bet id didn't expect people to be chasing their bugs 15+ years on! Do you have any idea why it happens more often in, say, gor1, than other maps? 
Two Ideas 
I have wondered that, here's two possible ideas:

One is the interaction with other entities. We know that the player sets a value in the right place in memory for the ogre to use every single frame, so we can rule out anything from a previous frame affecting the ogre. However, any entities which think between the player and the ogre might change the value the bug depends on.

I'm not sure which way round makes the bug more likely to manifest. It might be that the gor1 has a particular set of entities which frequently act earlier than the ogre on the frame the bug occurs, and they are supplying the value which triggers it. Conversely it could be that the value from the player functions is good at triggering the bug, and gor1 is set up free of any distractions!

The other thing that might make some maps more susceptible is the geometry surrounding the ogre. It needs to be possible for the ogre to move to exactly the right spot when the bug is triggered. I guess that pier in gor1 is just right for ogre teleportation. 
Interesting 
Reminds me of the ogre boss in the Mexx series - the one without a ranged attack that chases you round a pentagrammic circle.

Lightspeed Charge Ogres

The chuck Norris of Quake? 
What Happened To Aguirre? 
Someone's should bring him back to Q scene 
Q2 
 
He Hasnt Released Anything For Q2 Though 
at least not officially? 
Doom 2 In Name Only 
Thats A Neat Idea :) 
 
A Plan Forms.. 
I would love to see a similar thing to the fan qad called "doom the way id did" but for quake 
 
Thinking about good demo file name scheme again. How important would you consider the protocol? People often do not know what protocol they use (including me)... Is the identifier written to the file?

I kinda fancy adding demo hosting to quaddicted, so we could start collecting eg 100% playthroughs for all the skill levels. 
Does SDA Have Naming Standards? 
I would try and follow theirs if so.

Otherwise maybe this? Required in <>, optional in ()

<mapname> _ <skill> _ (*m*s) _ (100) _ (playername) _ (engine) .dem

I think the protocol is only important if obscure. I also think it would be smart to have a handy list of all the protocols somewhere. 
 
Engines change plus they can support multiple protocols. I thought of it too but protocol number is the proper thing to use.

My idea was quite similar:
<zipfile>_<bspfile>_ <skill>_(complete)_ <YYYY-MM-DD>_ <playername>_ (protocol).zip

And inside the zip:
<zipfile>_<bspfile>_ <skill>_(complete)_ <YYYY-MM-DD>_ <playername>_ (protocol)-#.dem
where # would be a number, 0-9 or 01-99.

*m*s is a good addition, on the long run one could find out how long a map is. I'd put it in the zip name (or the dem if it is one single file) before the <YYYY-MM-DD>, so:

<zipfile>_<bspfile>_ <skill>_(complete)_ (*h*m*s)_<YYYY-MM-DD>_ <playername>_ (protocol).zip

Other meta information would be saved in the db:
Is it the first time the player played the map (or skill?)?
Short description/comment
How many deaths (0 to "I lost count")
URL to captured video :)


I thought about writing some simple parser (or rather ask someone to do that) but then I looked at http://quakewiki.org/wiki/Network_Protocols and no, no.

It would not be a random dump but a highly nazi-&stasified system meaning that uploads would be linked to your account and the naming scheme is enforced (if you fail to do it, you just wasted your time uploading :\ ). If I was a smart programmer I would rename files as needed but I am not... 
 
the biggest issue with protocol numbers to determine compatibility is that there are multiple protocols numbered "15" -- the 2 most common are default NQ protocol, and the nehahra version of 15 that has per-entity alpha support. Otherwise it should be pretty simple to parse out the number and use that to identify the protocol. 
 
Yeah, I discovered that on the wiki after I saw that extracting the number would be trivial. I meant to add the missing numbers to https://github.com/mandelmassa/libdemo but when I saw the conflicts it was an instant "ok, then I guess I'll not care about extracting the protocol right now". Worrying about doing things perfectly often makes me not doing them at all...

Maybe mandel will be motivated to expand his library once I have the rest working. *jedi-handwave* 
Only Human 
Hello 
back to q1 mapping, trying to put all those crapy map snippets together in trenchbroom, works well so far :)

If I can't finish something this summer break i ll release everything under gpl if posible. 
Mobile Game Development 
GameSalad vs Stencyl, opinions anyone? 
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