Ijed
#372 posted by ericw on 2016/01/28 03:04:57
Sounds great. I can test it before release if you want, just shoot me an email.
Also, I don't know if this is useful but DarkPlaces reports more items falling out in telefragged, like 24-25. I'm guessing it's due to Darkplaces' different handling of rotated bounding boxes than Fitzquake family engines, and a lot of the pickups are rotated.
Yeah
#373 posted by ijed on 2016/01/28 03:45:45
That was the issue I alluded to before of engine fixing the fix - I redid the ammo bsp's with their centre corrected, and DP has a gameplay fix for that as well. So I suspect it may be offsetting some ammo boxes a further 16,16 units and therefore just enough for them to drop out.
The dumb bugs are fixed and I fixed some of the vis blocking. Unfortunately there's no fix for poor layout without rebuilding large sections of the map (the main hub and conncetors) so the wpolys still get up to 10k from certain angles, possibly 11k from very specific viewpoints.
Nevertheless it's improved by a few cheesy blockers and walls scattered around to break the LOS.
A HOM also appeared which wasn't there before, but there are several offgrid errors being reported so I need to chase down the suspect brushes.
It may be that these errors didn't bother the older version of the compilers (from 2014!) but the newer ones HOM the dodgy brushwork.
I'll knock out one more compile (10mins vis, 40 light) and send it over if its not too badly broken - thanks :)
I Badly Broke It
#374 posted by ijed on 2016/01/28 05:30:26
Worse yet, it crashed my game of Darkest Dungeon, just when thing were going well D;
It's late, time for sleep.
Z-fight, QS 085.10, 090.0
#375 posted by parubaru on 2016/01/28 11:30:43
If the maps have been tested my mappers and testers
in QS 085.9 or 085.10, it may be no wonder
090.0 displays several instances of z-fighting.
@ijed: I went through Telefragged in 090.0. I have made sceenshots for all the z-fights I found. May it be worth to take a look? I can send or post them if you wish.
Is the rocket launcher area supposed to be a secret area?
I'm Testing In 91
#376 posted by ijed on 2016/01/28 13:34:45
Since older versions become depreciated.
The Z-fights I've found in telefragged tend only to be within some door frames and with fullbright turned on. I can only think of one after the last pass, plus the shootable button in the slime (also fixed).
The rocket launcher area is supposed to be secret yes... that's odd. Must have got lost in the shuffle.
@ijed:Telefragged Test
#377 posted by parubaru on 2016/01/28 14:12:00
The Z-fights I've found in telefragged tend only to be within some door frames
that's true
and with fullbright turned on
How do you turn on/off fullbright?
Sorry for my lack of knowledge.
I can only think of one after the last pass
could it be the stairs in the room next to the exploding pipe?
plus the shootable button in the slime (also fixed)
is the window supposed to be broken all the time?
if not, may I ask what triggers the window to be broken?
The rocket launcher area is supposed to be secret yes... that's odd. Must have got lost in the shuffle.
I got a bit confused. You do get a centerprint, but it does not have a name like all the other secrets. I have found all so I can confirm it's not included in the 31 secret count.
So in the released version you can get 29/31.
(The long drop can be triggered but was not possible to survive without cheating. The infused can also be triggered but it didn't add to the counter of found secrets.)
@ijed Test Cont.
#378 posted by parubaru on 2016/01/28 14:49:33
You are probably well aware, but I think it's safer to mention as I haven't seen it in the thread.
After getting healed, there is a grunt next to the exploded pipe whose death seems to trigger the opening of a door. If the grunt is not killed AND you go down to the shocking secret area then you get stuck.
#379 posted by Rick on 2016/01/28 14:55:06
How do you turn on/off fullbright?
I put these useful commands in my autoexec.cfg
bind "F8" "noclip"
bind "F9" "notarget"
bind "l" "toggle r_lightmap"
bind "f" "toggle r_fullbright"
bind "b" "toggle r_showbboxes"
You may want to bind to different keys (for example, my notarget over writes quickload).
The toggle commands can also be entered directly in the console.
r_fullbright 1
r_fullbright 0
Parubaru
#380 posted by ericw on 2016/01/28 22:00:04
To fill in the history about the Z-fighting thing: Yeah, just before RRP was released, the pack was tested in QS 0.85.10, which was hiding z-fighting, so that's why the problem wasn't caught in testing.
The way the timing worked out is a bit unfortunate; we disabled the z-fighting hiding in QS after RRP came out. QS 0.85.10 was never released as stable version of Quakespasm, the stable release was 0.90.0, which had the hack removed (exposing z-fighting).
#381 posted by parubaru on 2016/02/01 20:01:30
@Rick: thank you.
Yeah, F9 is my favorite key.
@ericw: thank you for the explanation.
It certainly helps to explain things.
I have sent the win32-win64 stuff with permission.
@Hrimfaxi: I ask for you patience. Most of the stuff I remembered and tested again is recorded.
I'm still willing to give it another go.
Patch
#382 posted by ijed on 2016/02/03 04:20:15
Here's the longawaiteduntileveryonegotboredandwentaway patch for Telefragged:
https://www.dropbox.com/s/d5em6lncudro4o1/telefragged_patch_1.01.zip?dl=0
It's BSP and LIT only, no code or other asset changes.
It believe fixes all most issues described on this thread.
Known issues:
walkmonster in wall 3712 1184 184
item fell 794 406 -26
item fell -864 1400 -650
3 missing textures
The map also sharts out a lot of walkmonster errors in runtime, but they're non critical AFAIK.
I'll fix these issues in the next build (it's late and everyone else in my house is sick).
Testing appreciated.
Eventually (next build) this should be the official patch along with a small readme referencing the correct engine, and then I'll do a new v1.01 zip to replace the original pack download.
#383 posted by Skiffy on 2016/02/03 09:50:36
Nice. that map was so confusing at first. But fun
Ijed, Thank You Very Much,
#384 posted by parubaru on 2016/02/03 13:40:03
I'll be aiming at making an all secrets demo.
Let Me Do The Official Patch First!
#385 posted by ijed on 2016/02/03 14:29:00
This is just to test, so your demo won't work on the final version once released if you record it now.
Just Played
#386 posted by mjb on 2016/02/04 13:11:57
Sorta new here so I am just starting to play all of these famous (or infamous) maps people have created over the years. This just made my jaw drop in awe. The sheer size, detail, concepts of it all is just mind boggling! It felt like a full fledged game at times!
-Locust had a fresh feel with its outdoor vistas and connecting pathways.
-Telefragged is something else entirely and the initial "stealth" sequence is sickeningly original. Playing on Nightmare with over 900 monsters is just chaos!
-I actually did not realize there was a third level due to the slightly obscure way to reach it (Walk into the blackness of a pipe) but this map felt like a nice closer and the amount of reusable spaces was pleasing.
Fantastic job guys, it was a blast!
Ijed
#387 posted by ericw on 2016/02/04 21:33:28
I still get 2 items falling out on skill1:
Bonus item fell out of level at '794.0 406.0 -26.0'
Bonus item fell out of level at '-864.0 1400.0 -650.0'
and:
walkmonster in wall at: '3712.0 1184.0 184.0'
There is a little z-fighting on the part of the stairs that explode by the pipe:
https://www.dropbox.com/s/m7lw19s18ewa3l2/spasm0000.jpg?dl=0
The part of the stairs that explodes is also lit a bit differently, maybe set "_shadow" "1" on the entity so it casts shadows and will blend in with the world.
These are minor of course, maybe not worth a full recompile, but I guess items falling out are fixable with an onlyents.
Thanks Eric
#388 posted by ijed on 2016/02/05 00:38:32
I'll do a build next week once I get back next week. Those are the annoying errors I mentioned above - you think you've got them them all and... Splat.
Of course, if I was going to do a mfx I'd fix the wonky vertices all over the place as well..
Good hint with the stairs as well - I didn't notice that.
Bloughsburgh - glad you liked it!
@ijed
#389 posted by Baker on 2016/02/05 19:29:41
Just wanted to mention the alpha textures on world model thing.
Traditional Open GL skybox drawing in old engines draws skyboxes in a relatively inefficient manner by first drawing a fullscreen skybox. Result void = sky.
There are other ways to draw a skybox including only rendering sky where a sky brush is shown.
I don't think MH or Spike or any of the shader/cubemap advocates will read this thread to chime in.
But future engines written with modern rendering may have a tough or annoying time with this map.
(It was my severe mistake to do alpha masked textures on world model textures in my alpha texture mock up in oldy Mark V.)
/Ok ... I pointed this out so future generations can quote this in a Wikipedia article or something. My job is done!
#390 posted by Baker on 2016/02/05 19:51:49
Btw, ijed ...
I think it great you are releasing a revised version.
(Now if someone could pester Kinn to make the 2 tweaks to make Marcher Fortress's QuakeC coop friendly ...)
#391 posted by ericw on 2016/02/05 20:36:55
Baker - I agree fence textures on world are not ideal / somewhat hacky, but I don't think it poses any real problems. There are already transparent faces in the world (transparent water), so fence textures are just another face type to deal with.
Why would it interact badly with more optimized sky rendering? (reminds me to look into that / benchmark it..)
I don't think this map relies on the void appearing any particular way, Quakespasm's void is hideous (you can see the waterwarp texture, and if gamma is enabled everything turns white)
#392 posted by Baker on 2016/02/05 20:51:28
I agree it isn't a big deal, but remember this!
The skybox is painted first basically fullscreen with no z-failing. So in Quakespasm with the skybox, void isn't hom -- void looks like skybox. In future, with modern rendering Rubicon Rumble would be the single map that would require special treatment.
Anyway, I don't even like post this because I feel like I'm nagging or something. And it's not a big deal to me either, but if I didn't mention this no one else would --- so I just view it as an obligation to point it out.
/Enough said, I'm not looking to nag or be a downer. Believe me! So no more from me on that.
Well
#393 posted by ijed on 2016/02/05 21:27:43
The void is never visible to the player, this was only used to save on adding more entities to the map. Maybe I fuckers it up somewhere and it is visible - Eric was worried about the same issue back then, and it is a fair point.
But.
Nobody is going to blame the engine coder for mapping errors (which was my argument for including this back when I made the map).
It is a hack or 'not best practise implementation'.
I'm not interested in moving all the walkways to ent now though - this would cause a cascade of new bugs to deal with.
On the other hand, coop support is a weirdly compelling idea :)
#394 posted by Baker on 2016/02/05 21:40:29
I'm going to quote you on that.
User: "But Rubicon Rumble renders wrong here."
Baker: The map creator, ijed --- your lord and master, the great one, "he who can't make a map without forcing every engine author to accommodate his idea", the guy who beat Blanka in hand-to-hand combat in real-life and now represents Brazil in Street Fighter 7 -- he said 'Nobody is going to blame the engine coder for mapping errors'
User: But ... but ...
Baker: The great one, he hath spoken.
You Forgot
#395 posted by ijed on 2016/02/05 21:59:24
I slam my staff on the floor after each proclamation.
I should invent an ascii for that. <KLANG>
And I only beat Blanka at qouites best 2/3. He won one when he pulled that electric skin BS.
Hm. I just realised Blanka is a girls name - he should be called Blanko.
#396 posted by metlslime on 2016/02/05 22:11:18
FWIW, i'm pretty sure i've seen bits of grey void behind several staircases in RRP. Not sure which map it was, though.
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