#28632 posted by muk on 2017/01/03 18:35:14
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.
#28634 posted by Mugwump on 2017/01/03 19:40:51
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.
#28636 posted by topher on 2017/01/03 19:51:29
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
#28637 posted by topher on 2017/01/03 20:03:36
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
#28638 posted by mjb on 2017/01/03 20:03:37
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
#28640 posted by ericw on 2017/01/03 20:37:49
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
#28641 posted by ericw on 2017/01/03 20:39:39
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
#28642 posted by Baker on 2017/01/03 23:51:07
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
#28644 posted by mfx on 2017/01/04 03:15:50
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?
#28646 posted by Baker on 2017/01/04 05:58:47
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.
#28649 posted by Baker on 2017/01/04 07:54:01
@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
#28650 posted by Shambler on 2017/01/04 09:18:46
Roulf
Time to whip out that clip tool.
#28649
#28652 posted by xaGe on 2017/01/04 11:54:30
Not that you will learn much from the one short basic paragraph of info about that mod on that site.
@dumptruck, you're better off just downloading the mod and going through the readme and the Qc source which looks like you already have.
#28653 posted by topher on 2017/01/04 16:52:18
i checked the source and docs
pretty neat stuff
i quote:
------------
Particle systems with QuakeC - packet overflows made easy!
These were modeled after particle systems in high-end 3D apps, they are not the most user friendly entities around...
Emitters generate a "particle" (either a .spr, .mdl or .bsp) and toss it in a direction between the set angle limits. They can use an optional "death" model to simulate anything from rain, falling rubble, blasts of flames, forcefields, whatever... Note that these have absolutely nothing to do with Quake's built-in particle system. When the word "particle" is used on this page, it refers an instance of the model assigned to the emitter.
Effectors change the behaviour of particles that touch them (the emitter must have the "USEEFFECTORS" spawnflag set).
Emitters can be attached to a func_train_ext, for some really neat shit :)
------------
the implementation is different but both are entities emitters and similarly inefficient
Extrasr4
#28654 posted by Qmaster on 2017/01/04 18:11:50
Ahh, what a gem. I still love the gravity well effect that sucks in nails and curves them around. Would love to see this in an arena where some wells were by some sort of equipment that warps your bullets. Would make for some interesting ogre fights, esp. flak ogres.
IRC.
#28655 posted by Shambler on 2017/01/04 18:54:32
Is it b0rked for everyone?
Works Fine For Me
#28656 posted by skacky on 2017/01/04 18:55:33
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