#28357 posted by
Mugwump on 2016/11/02 16:13:55
I was reading the recent discussion about the next map jam in the screenshots thread and since people have been so kindly asked to "shut the fuck up", I'm giving my input here instead:
1) How about an Explore Jam 2, with a little more content than 2 short maps this time? But...
2) I agree with Shamblernaut that it shouldn't happen right away. Let people have the time to work on their personal projects in-between jams. I think one every 4 or 6 months is a good ratio.
#28358 posted by
negke on 2016/11/02 19:27:08
Is it just me or is everything about jams around here in recent months?
Huh?
#28359 posted by
mjb on 2016/11/02 20:21:07
What's wrong with a popular topic around here being about Quake community mapping events?
#28360 posted by
negke on 2016/11/02 22:14:43
Nothing. Just don't forget to keep some individual mapping going.
Titanfall 2 Network
#28363 posted by
DaZ on 2016/11/03 00:14:08
search for #TF tag and join, it's public.
Ah Okay
#28364 posted by
mjb on 2016/11/03 12:38:47
Judging by recent screenshots, I think there are plenty of individual maps in the works!
#28356
#28365 posted by primal (nli) on 2016/11/03 17:02:50
It does look pretty funky. Thanks.
I Think The General Conclusion Of This Discussion Is....
#28366 posted by
Shambler on 2016/11/03 22:04:01
NEGKE GO MAP.
Sup Guys
does anyone have an animated conveyor belt texture?
#28368 posted by
Mugwump on 2016/11/04 22:40:38
Maybe check Quake 2 textures? I remember reading that it used some.
Word Up
#28369 posted by
DaZ on 2016/11/04 23:08:02
Friendly reminder that if a map jam theme and dates are decided please send me all info and media so I can make a video promotion for you, thx!
Conveyor Belt Texture
#28370 posted by
Qmaster on 2016/11/05 14:37:51
I do.
Qmaster's Collection"
+0GRATECONVTEK, in quake_part3.wad. Can't remember where I found it ir maybe I made it myself.
Tips:
Conveyor animated texture is choppy but you might try:
"High FPS Texture Animations (Preach)"
An alternative is to use custents which has a conveyor of sorts using multiple trains linked but they have the problem of z-fighting eachother due to ltime discrepancies causing them to get out of sequence and overlap.
The best method is to use my qrobot.qc package with its func_robot_controller to sync multiple "robots"....BUT OH WAIT, I didn't ever release it, and I never did test the conveyor belt idea I had planned...I was waiting to finish that map I've been working on forever that uses them in a clever way.
Qmaster
You're a champ, thanks man :)
Four Player Quake Support
#28372 posted by Baker on 2016/11/05 17:34:26
Four Player in FitzQuake Mark V - YouTube Video
Should be standard engine feature in a few weeks. It's very prototype at the moment.
/Fifth is largely to blame.
Baker
It strikes me that if you're going to add four "sessions" in a single engine, it would be the prime time to add multi-threading to the engine.
Because at the moment (at least in QS) most of the processing in the engine happens within a single rendering loop.
Somebody can correct me if I'm wrong, but if all the "clients" are being processed under the one thread and one slows down, it will effect the others. Whereas if each "client" has its own thread it shouldn't be affected by the performance of the others.
And the frame rate on that video is atrocious =P
#28376 posted by Spike on 2016/11/06 06:45:11
opengl doesn't really support threading. as such, drawing each seat in a different thread isn't practical, and threading the rest of the engine would be a nightmare too.
Heh TIL
I'm a little surprised since opengl has been around forever, thanks spike
#28378 posted by Spike on 2016/11/06 10:23:22
its been around a while, but it also has far too much state to track+sync.
d3d11 has limited multithreading, in that you can at least queue calls from another thread, but vulkan/d3d12 are what you need for proper threading support (multiple device queues mean that even the gpu can safely 'thread' the rendering).
Whereas older apis would need too many locks.
regarding the rest of the engine, multithreading and globals are basically mutually incompatible... and quake just LOVES its globals...
A couple of engines have moved audio mixing off into another thread. FTE has moved various resource loading into worker threads too. Doing such things requires fixing all sorts of things, like console prints, cvar accesses, anything that might interact with simultaneous console commands, etc. Its not fun, which is why I've not tried to properly thread fte's vulkan renderer even though it'd probably be a nice speedup.
Readmes
#28379 posted by
Qmaster on 2016/11/08 00:05:06
I've been making a mod and am about done with features and coding. Need to document it all. What's the best kind of readme?
Some mods use html with pictures, others use simple txt, some both.
#28380 posted by
muk on 2016/11/08 01:01:31
http://imgur.com/a/PoerM
A glimpse into where "Muk" came from aside from Pokemon. :)
Qmaster: Id say whatever you feel is going to lead to a further understanding of the material. Id bet some things would be fine with simple text explanations, whereas some things might need a screenshot or two to get the idea.
that being, said Im unaware to the extent of your mod.
bit basic, but i didnt wanna ignore ya.
#28379
#28381 posted by primal (nli) on 2016/11/08 09:29:37
If you are willing to put in the time to learn it, Pandoc is a great option. You can write your documentation in Markdown, which is a simple markup language with example and documentation all over the web. It can convert Markdown documents to
.docx, HTML, LaTeX and various other forms--even plain text files. Markdown by itself is also quite readable.
http://pandoc.org/
Note that one of the demos on the site allows you to try Pandoc online.
Installing and setting up the LaTeX backend so you can create PDFs is a bit of a pain on Windows. You don't need to do it if you don't need that particular output format, though.