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.
^^^
#25277 posted by necros on 2015/03/11 01:03:56
def == ent
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.
#25283 posted by - on 2015/03/14 22:08:31
I'd make a map.
I'd Say Yes
But my jam:finished map is 4 to 0 so far.
???
#25285 posted by Cocerello on 2015/03/15 09:52:43
#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!
But
#25292 posted by Zwiffle on 2015/03/15 16:10:36
But 32 :(
#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..
#25285
#25295 posted by Kinn on 2015/03/15 16:28:03
And the name of that .map? Albert Einstein. Then everyone stood up and clapped.
Anyway
#25296 posted by Kinn on 2015/03/15 16:37:39
Compilers don't give a Jonathan Ross about what grid the brushes are on - I imagine the main factor at work here is whether or not brushes meet each other cleanly.
#25297 posted by JneeraZ on 2015/03/15 17:31:44
Trollolololol ... Brushes needing to meet cleanly is one of the greatest lies ever told in the Quake editing world. :)
They Don't Need To, No
#25298 posted by Kinn on 2015/03/15 17:41:06
but back in the 90s, I would imagine it sped up bsp, as it had to do less work or something.
Or not!
#25299 posted by necros on 2015/03/15 22:54:11
looks nicer in the editor though.
Http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolutio
#25300 posted by Shambler on 2015/03/16 12:11:26
Might be of interest
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