 @jaromir83
#27391 posted by Baker on 2016/03/27 22:15:33
For starters, lose the 1990s command line
-heapsize 64000 <--- not needed
-width 1600 -height 1200 <-- not needed
-zone 4096 <--- not needed
-game quoth <---- this is entirely wrong
and should instead be -quoth if you were to put it in the command line --- except you can do "game warpspasm -quoth" in the console
so again, not needed.
 -heapsize 64000
Is actually less than the current QS default.
#27393 posted by Kinn on 2016/03/27 22:25:54
tbf, every map readme up until quite recently is gonna tell the player to stick all that crap in...
#27394 posted by Baker on 2016/03/27 23:24:10
Ironically, with a standard engine it will save the config to the current gamedir.
So if you switch the gamedir during run, when you start the engine next it will lose all changes.
Mark V fixes that by saving the config in the directory that was engine load gamedir.
1) If you start Mark V with no command line, the config will save in id1, even if you changed the gamedir.
2) If you start Mark V with -game <something>, it will save the config in <something>
In both cases, this is the desired result.
This may be why Jamomir is having what looks like "my settings don't save" in Quakespasm.
 Mike Woodham
#27395 posted by Hipshot on 2016/03/27 23:49:45
https://en.wikipedia.org/wiki/Black_Widow_Games
I never heard that he disappeared, maybe he's just not doing any maps and game dev any more?
 Hipshot
#27396 posted by mankrip on 2016/03/28 00:34:03
It's hard to believe he'd be this guy�
http://www.manke.com/about.html
Well, the logical first step would be to try asking about him to his ex-partners from Black Widow Games.
 Mankrip
#27397 posted by mfx on 2016/03/28 00:46:01
not sure, seems to be a duplicate name.
#27398 posted by Hipshot on 2016/03/28 02:09:04
haha, I don't think that's the same guy =)
 Black Widow
#27399 posted by Mike Woodham on 2016/03/28 08:10:54
But that only adds 'fuel to the fire', which of course may not actually be burning.
The Wiki links don't seem to get you anywhere, and NM's name link doesn't exist. The Black Widow site is up but with no entries since 2008. E-mails just get bounced.
It's quite interesting.
 Orange Light Sphere
#27400 posted by Jaromir83 on 2016/03/28 13:30:59
possible to have this effect around laserbolts/explosions/shoooting grunts in other mod than Quoth pls?
#27401 posted by necros on 2016/03/29 00:36:22
that's actually not part of quoth. simply set 'gl_flashblend' to 1.
#27402 posted by negke on 2016/03/29 07:00:10
No. Set it to 0.
 +gl_flashblend 1
#27403 posted by Jaromir83 on 2016/03/29 08:58:49
to the *.bat file, ok, thanks
#27404 posted by Jaromir83 on 2016/03/29 09:22:37
whats the best +r_wateralpha settings to have transparent glass but not broken lava/slime pls?
+gl_flashblend 1 to the *.bat file, ok, thanks
Like negke said: no, set it to 0.
#27406 posted by metlslime on 2016/03/29 10:53:18
he says he wants the orange light sphere though.
 I Know
But it's silly at best.
 Got Distorted Blurry Slime/lava In Quoth
#27408 posted by Jaromir83 on 2016/03/29 12:30:06
any idea how to fix it pls?
 To The *.bat File
#27409 posted by spy on 2016/03/29 15:15:59
Why would you wanna place gl_flashblend command to the batch file?
Just place it to your autoexec.cfg file
i know to each his own, but
#27410 posted by Rick on 2016/03/29 15:35:16
hey guys,
Out of interest, do any of you know the rationale for id using quad brushes rather than triangles in its implementation of maps / bsps?
I would love to be able to make maps with triangular geometry, terrain / rocks would be so much simpler.
 You're Free To Use As Many Triangle Brushes As You Want
#27412 posted by czg on 2016/03/30 20:15:35
#27413 posted by metlslime on 2016/03/30 20:20:13
they made mostly interior, architecture-heavy maps. box-shaped brushes are suited to that type of geometry.
#27414 posted by Kinn on 2016/03/30 20:23:11
Out of interest, do any of you know the rationale for id using quad brushes rather than triangles in its implementation of maps / bsps?
It's a fundamentally different way of thinking of geometry. A brush is a convex solid defined as the intersection of planes.
It's a complex topic, but the gist is that back in 1996, for the particular game they were making, and the way they processed the world to be efficiently rendered in their bsp-based engine, it was better to make the world out of brush primitives than triangle soup.
 Old #tf Discussion
quads produce better edges, smoother transitions and create better floor sections for players
the only time you triangulate is for tricky edge splits
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