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Extended Interview With Kevin Cloud 
Happy New Year! 
Since I don't actually have anything interesting to say, I'll just leave it at that. 
@than 
Any quake mapping plans for 2017? 
Yah, 
Happy New Year y'all! 
 
Quake to be run at AGDQ '17 next Monday: https://gamesdonequick.com/schedule 
Another Map Jam? 
I must say I'm not satisfied with having not much time for mapping for retrojam 6 previous week. Now we have holidays and a lot of time to map. I wonder if any one wants another map jam. Let's continue the awesome start of 2017.
Personally I want to map more, this time with AD.

Any thoughts? 
 
Explore Jam. No monsters on skill 0. 
@mukor 
That would be awesome - great idea. I always wanted those features put into id games like Doom 3 and Doom 2016 so I could admire the levels without monsters. 
 
I would love an explore jam 2. However, is it wise to organize yet another jam so soon? I remember some MJ8 talks where people complained about not having time to work on their personal projects between jams. 
I Do Agree With Mugwump 
I would like to complete what I am working on (off and on for a year!)

But perhaps it's time for jam organizers to agree on a schedule for 2017?

And BTW another Jam idea would be Co-op jam. Would require a lot more playtesting but would be cool to get more mappers working and playing together. Different design challenges too. 
 
i can get into one explorejam this month

with no monster placement or gameplay tweaking i can focus in learning to use lights and level architecture and try crazy designs

correct me if i'm wrong, but a explorejam wouldn't be much less time-consuming than a full classic map?
you can add some puzzle elements, and refine them if there is time; if not then it is a place to stroll around. 
Coop 
i tried to play ad_swampy with my brother through lan and it didn't work well
lots of packet overflow (whatever that is), the breakables were already broken on the client (my brother notebook, with wifi) and the sounds were desynced.
i tested a e1m1, e1m2 and e1m3, with ad. in e1m3 happened the same thing

how can i make it work? it's a problem of the game? it's the wifi and i have to try with cable?
i tried disabling particles (in quake.rc) but it didn't help 
Jammed 
I'd be fine with another Jam event...I would just make sure it is 4x smaller than my previous one.

Explore jam would be cool and certainly a challenge if that is what is being considered. 
Topher 
A few things: check the heapsize in your launch options. Both clients would have to have increased heapsizes for AD.

info here: https://steamcommunity.com/sharedfiles/filedetails/?id=120426294

It could be the game engine. Pretty sure Quakespasm is geared only toward SP. I see that Mark V has pretty solid Coop features. Try that one? I just downloaded Mark V but haven't played around with it much. It screwed up my config.cfg so back yours up. 
Topher 
QS can't currently do co-op on AD maps (swampy at least), even if you turn off AD's particles. (max unreliable message size is too small). Last I checked MarkV has the same limit.

DarkPlaces might work for AD coop. 
Dumptruck_ds 
nitpick: QS defaults to a 256MB heap size since the last few versions, so you don't need to enlarge it for AD or any mods I know of 
 
Quakespasm Spiked, DarkPlaces or FTE is your best chance for co-op with Arcane Dimensions (with the particles being off).

Only those 3 engines offer network compression right now. Quakespasm Spiked has a method for packet fragmentation in the network traffic. 
@ericw 
Good to know thx.

@ baker QS Spiked? Never came across that before. Man this game, even after 20 years. So much development going on! 
Happy New Year 
guys, i love all of you. go map, the old and the new ones!
my life is in a grinder these days, its my fault and its a new girl involved.
forgive me ad_team, i have no time atm, new scents to be be had :)

i'll be back someday with new stuff, be sure..

right now its hard, sorry sleepwalkr, i miss you too... 
Baker 
Why is the particle code so storage / network intensive?

Does it record / transfer the location of each particle every frame? 
 
In standard Quake, QuakeC tells the client to emit a particle (1 message). And the particle system takes it from there.

In Arcane Dimensions (I haven't looked), to make things look fancy, every single particle is an entity.

So imagine a room with 800 monsters where each monster has a position xyz, a frame, angles, etc.

Arcane Dimensions does particles in a way that each little yellow particle is essentially a monster.

That's why an Arcane Dimensions demo is 600 MB after 30 minutes with the particles on, for instance. But it does have ability to be turned off.

Sock and the guys working on Arcane Dimensions are smart. It's perfectly ok to do it "ok" the first time and then later on "do it right".

It's just part of the learning curve.

But the way they are doing it right now isn't efficient. But also part of the problem is that the classic engines can't do what sock + company would ideally like.

I think Quakespasm Spiked could probably move that all client-side.

But would require work on the part of Arcane Dimension and also wouldn't work with DarkPlaces because the particles systems are very different.

So will be interesting to see how things go.

But certainly raises the right issues for discussion. 
@baker 
This is really interesting. There was a mod called extras4 I downloaded that had a some particle effects. I'm am not a coder but curious if they implemented their particle system differently? You can download this here:

http://www.quakewiki.net/quake-1/mods/extras-r4/

I was considering using this for a project myself mainly because of the sound capabilities. It's pretty well documented and has some nice additions that are already in AD. 
What I Would Like To See Is: 
Rather than every particle being an entity ideally some sort of a "particle emitter" entity should exist and handled client side.

Just feed the emitter the quantity / duration / angles / velocity / colours / world interactivity of the particles and let the client do the rest. 
 
@dumptruck - If you want to learn more about that mod, the actual homepage for that mod is http://quake.chaoticbox.com/
Negke Finally Forced To GO MAP 
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