
No Fgd?
#25270 posted by
necros on 2015/03/10 02:26:57
quick hack that barely gets the job done:
http://shoresofnis.com/temp/qonquer.fgd
#25271 posted by
JneeraZ on 2015/03/10 10:33:51
Are we doing this? I actually have a few days off here this week ... I might be interested!
#25272 posted by
Zwiffle on 2015/03/10 14:06:42
I'd be willing to give it a shot. I don't think netradiant uses .fgds and I don't know how to convert to .ent, so that may be a problem.
#25273 posted by
JneeraZ on 2015/03/10 14:17:23
The Qonquer site has a DEF you can download ... does it read those?

Dunno, Would Need To Look Into It At Home
#25274 posted by
Zwiffle on 2015/03/10 18:01:22
I could try TB or Jackhammer if need be. I'm well acquainted with Hammer/Worldcraft, and TB was pretty easy to learn but I'm not too familiar with it.

Blinky Quake
#25275 posted by
- on 2015/03/10 18:37:08
Came across this on Twitter and it's kind of neat
https://github.com/shaunlebron/blinky#blinky
Seems to be an extension of the stuff done by Aard's Fisheye/PanQuake, and based on TyrQuake. Much nicer wide FOVs, and a bunch of other projections

Qonquer
just played it, I remember it well now. Not bad, but I wont be able to make a map or anything for it as I will be on holiday for a week.

Then
#25278 posted by
Zwiffle on 2015/03/11 01:19:38
I should be set ... I suppose.

K
#25279 posted by
Zwiffle on 2015/03/11 02:27:08
I think I got the editor set up, so now I just need to learn how to map for Quake again, set up Qonquer, learn how to do that nifty new fake GI stuff and I should be good to go.

Qonquer Map Jam
#25280 posted by
DaZ on 2015/03/14 19:59:46
I would be quite happy to run this event if people are serious about making levels for it
#25281 posted by
Zwiffle on 2015/03/14 20:27:05
K well I got my test map set up and it works and everything, so I should be ready to go on a Qonquer map jam as long as its not the weekend of the 29th.
#25282 posted by
JneeraZ on 2015/03/14 20:58:05
I should have bandwidth for this, actually. I'm wrapping up my current home project soon so this would be a good thing to jump to next.

I'd Say Yes
But my jam:finished map is 4 to 0 so far.
#25286 posted by
JneeraZ on 2015/03/15 11:50:47
Building to a 32 grid sounds kind of awful.
#25287 posted by
- on 2015/03/15 14:43:01
I remember that article clearly, and took it to heart as a youngster... but now realize it was bullshit.
It's not the wider brushes, it's the clean and on the grid mapping that's making the compile faster. The original map was on a 10 unit grid. If he remade the map on 8 units it would've compiled faster as well.
#25288 posted by
JneeraZ on 2015/03/15 15:11:32
Technically, 10 is on the grid too.
#25289 posted by
- on 2015/03/15 15:33:12
True, 10 units is certainly A grid...

My Biggest Issue With UE4 =/
#25290 posted by
Zwiffle on 2015/03/15 15:40:15
#25291 posted by
- on 2015/03/15 16:07:24
Quake's arbitrary 'unit' size and the power of twos grid worked fine back in the day when everything was chunky and fudged, but it was based completely on programmer convenience rather than having a good scale for objects and that doesn't fly anymore. Especially since you don't even have to care about being on the grid in a modern engine.
Making everything into metric units makes a fuck of a lot more sense. 1 Unreal unit = 1 Centimeter. Everything can be sensibly scaled, and all sorts of physics can use real world numbers, and etc other things just work because you spend so much less time translating between real world units to Quake units that you don't get any real advantage from using in the first place!
#25293 posted by
JneeraZ on 2015/03/15 16:12:00
scampie - I mean, it could be argued that it's on a grid of 2. Which is still snapped to a grid. That's all...
#25294 posted by
- on 2015/03/15 16:21:31
True, 2 units is certainly A grid..