Bleh
#2663 posted by Vondur on 2004/10/14 08:36:40
quark cannot work with grid properly and there are much better editors on this planet. why to torture yourself when there are mighty alternatives?
JPLambert
#2664 posted by Kinn on 2004/10/14 08:38:57
Have you tried other editors? It's difficult to see suckiness unless you try the alternatives.
Yay
#2665 posted by Vondur on 2004/10/14 08:42:15
looks like i've found my spiritual brother - it's kinn!
thanks to practoscopes of the world!
<__>
^_^
#2666 posted by Kinn on 2004/10/14 08:45:34
/me hugs Vondur
OK
#2667 posted by JPL on 2004/10/14 08:58:30
I never used other editors (only QuArK at this time), and I've never encountered any grid problems with this tool... Perhaps with more experience, and other editors test, I could change my point of view... Anyway, thanks for your point of view...
JPL
#2668 posted by aguirRe on 2004/10/14 10:04:24
If you think QuArK works well for you, then everything's fine. I've used QuArK for several years without any major problems and while it certainly has its issues, so do other editors.
The debate of editors is often similar to a religious debate.
The only exception is Qoole, which I wholeheartedly do not recommend ...
Does Anyone Remember...
#2669 posted by Jago on 2004/10/14 10:12:36
...The DeathMatch Maker?
Heh
#2670 posted by Vondur on 2004/10/14 10:25:52
the only person who used DMM for several years was QMD... he ended sadly... ;)
AguirRe
#2671 posted by JPL on 2004/10/14 10:47:47
I agree with you, all editors have its own advantages and problems, and that's the mappers's job to find turnaround in order to release good maps..
BTW, I understand that some mappers can prefer an editor more than one other... but it's not a good reason, IMHO, to do "lobbying" against QuArK ;D
DeathMatch Maker
#2672 posted by aguirRe on 2004/10/14 11:39:23
I think Mark Shan used it for his huge Q2SP maps, e.g. Progetto Genoma.
What Was Wrong With That Praxinoscope...
#2673 posted by madfox on 2004/10/14 12:15:31
since I tried that example everyone is kiddin' about it, practoscope, proctoscope.
I don't mind, but Jean Plateau deserve a better answer than his invention sealed forever in Quake!
I bought DeatMatchMaker Quake1 on Ebay for $3,00
Now wait untill these boardsurfers claim it "unworthy".
But my question:
does it make sense trying to convert the Quake1 monsters to Quake2?
Or is it just whisfull thinking?
...
#2674 posted by necros on 2004/10/14 13:06:10
i would play quake2 if there were q1 monsters in it + [i]good[/i] maps.
D'oh. :P
#2675 posted by necros on 2004/10/14 13:06:57
also, regarding quark, you really need to try gtkr or wc to see the difference.
quark has it's strengths, but those other two just have more...
Necros
#2676 posted by JPL on 2004/10/15 02:15:41
Well, while I need for sure to test other editors to clearly have a good idea of these differences (differences that everybody seems to be convinced here), I just can say that QuArK works fine for me today... I think it's clearly the most important for many mappers: having an editor that works fine in order to have fun while mapping... even you need to fight against some "bugs".... But I guess it's not enough for most you... I'm not so "perfectionniste" ... ;P
Q1 Tools Update
#2677 posted by aguirRe on 2004/10/15 05:47:55
at http://user.tninet.se/~xir870k . Main features are major speedup of Light, increased model capacity and improved edict check in both engines and many other fixes/improvements. Please also see readmes for details.
Any comments are welcome.
JPL,
#2678 posted by necros on 2004/10/15 11:41:08
i'm not knocking quark. i used it to make four maps, so i do know what it's like.
Re: Q1 Tools Update
#2679 posted by necros on 2004/10/15 11:44:56
when he says major speedup of Light he means major. like 4 to 5 *Times* faster on some maps. a map i'm working on used to take 32 minutes to light. down to about 7 minutes.
it mostly affects maps with lots of spot lights and delay 1,2,5 lights.
it's one of those things that is really worth your time to download. it makes fine tuning lighting much less painful. ^_^
Yep
#2680 posted by Hrimfaxi on 2004/10/15 12:56:29
same here a map took 56 min before now it takes 20. I never use the fast option anymore since a normal -soft -extra compile only takes a few seconds more.
AguirRe is the man!
Thanks Guys
#2681 posted by aguirRe on 2004/10/15 13:57:55
I've used the new Fade Gate feature on many different maps and it actually works well for almost any map, no matter what lights are in there.
Typical speedup is about 2-15 times faster without any noticable visual degradation.
Yup
#2682 posted by Kinn on 2004/10/15 14:04:18
On my new map, the -fast light compile used to take 25 minutes. Now it barely takes 5. AguirRe rocks.
Uh Oh...
#2683 posted by necros on 2004/10/16 20:44:14
*** ERROR 73: Vertexes in map exceed 65535
uh oh... will sealing the map reduce vertices? i am inclined to believe so because the error appeared right after qbsp failed to fill the outside...
Yes
#2684 posted by DaZ on 2004/10/16 21:57:50
fix0r teh leak0r and you will be good2go.
Mapping Standards
#2685 posted by Shadowalker on 2004/10/17 01:39:41
I'm looking for a mapper(s) to help me work out stanards for my CTF, arena, and normal dm within my mod. So, I have something that mappers will like to create with. Contact me through the javascript link on my website.
http://planetquake.com/ud/
as
Necros
#2686 posted by aguirRe on 2004/10/17 04:36:41
What DaZ said; most values go down pretty much when the map is sealed.
Btw, if all goes well, I might have found a way to increase #clipnodes from 32k to almost 64k in the engines.
...
#2687 posted by necros on 2004/10/17 13:53:23
wow! that would be great! i haven't clipped anything yet, so naturally clipnodes is over the normal limit and all my bmodels have become non solid. :P
it would be a nice way to continue testing gameplay before i finish clipping stuff. ;)
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