#4328 posted by Trinca on 2008/02/07 08:25:14
http://speeddemosarchive.com/dzip
in here got all the explinacion!!!
#4329 posted by negke on 2008/02/07 10:40:43
Kell: Not quite. 7zip does it even better.
bambuz: I know. I used ROS because Shambler brought it up. At least it's better than using "666" for the the pentagram. I assume you don't like the use of "tp" for teleporter, either? :P
Thanks for testing the map; next time record a demo please.
People, People...
#4330 posted by RickyT33 on 2008/02/07 11:01:38
Nakashuhito - find your dzip.exe, stick it in the same dir as your .dz file, then run it from a command prompt like so: "dzip -x filename"
neg|ke - 7zip is a powerfull tool, but it will generate archives which you can only use with 7zip. When I was compiling the .zip for Thehand, at one point I had a .zip file which I could only open with 7zip! Top be fair it was a smaller file than the one which got released! When you pick the method used for compression, some are compatible with other zip programs/windows/whatever but some are 'too extreme'.
Thats not to say that Dzip is any better, you can ONLY open dzip files with dzip :P
Madfox - What you have created there looks pretty striking! I wouldnt know where to start making mountains like that! How long did it take you?
Bambuz - ROS, ROS - ROSROSROS!!! stands for (drumroll) "Ring of Shadows"! This saves you TWELVE keypresses! I mean "ring" could be referring to any ring in the level. Perhaps a hoop of some description. Maybe a corridor! Maybe the but-hole of Shub-Niggurath his very self! Haha!! I still think your funny tho ;-D
Dzip
#4331 posted by Spirit on 2008/02/07 11:16:26
Several engines support unpacking dzip "on-the-fly", at least Joequake, Qrack and aguirRe's nehquake (glquake maybe too).
7zip is a great compression I love and support. It is open source thus many un-/packers (could) support it. Quake maps and mods should always use zip (as default) though in my opinion just because it has been standard for more than a decade now. And don't confuse the file extension .zip or even the term "zipping" with the ZIP algorihm itself. :P
Madfox: Those are the best looking mountains I have yet seen in Quake, wow. I wonder how it is performance-wise.
7zip
#4332 posted by negke on 2008/02/07 12:01:01
can also be opened with WinRar. Of course, if you're still using that shitty WinZip, you'll have a problem. Yes, 7zip's zip compression is better than regular zip compression too. I've never had problems opening those with other programs.
DZip
#4333 posted by aguirRe on 2008/02/07 12:22:22
7-zip is the leading allround compressor in terms of compression ratio, but dzip is almost always much better than 7-zip on normal q1 demos, i.e. demos made in std protocol 15, which is also the only protocol dzip understands.
If dzip can't parse the demo (e.g. any of my custom protocols, DP's or Tomaz'), it'll just default to std zip (or crash), no better and no worse. In such a case, 7-zip will easily beat dzip as it always beats std zip with a large margin.
So for std q1 demos use dzip, nothing's better than that. For custom demos use 7-zip, almost nothing beats that.
The only case where rar is usually better is on multimedia, e.g. lots of wavs.
In my upcoming versions of GL/WinQuake, I've added built-in handling of dzips, same as in present NehQuake.
Interesting Idea Madfox
#4334 posted by bambuz on 2008/02/07 12:27:48
So the mountains are models! And you did them in a modeling program.
The brushwork looks cool too... but quake wasn't really designed for that kind of work. So I think you're limited to a small map that way.
Ooh - Upcoming AguirRe Quake!!
#4335 posted by RickyT33 on 2008/02/07 12:32:21
:D :D :D :-D
#4336 posted by gone on 2008/02/07 13:28:43
Speeds
#4337 posted by JPL on 2008/02/07 14:25:38
Oooooooooooooooh.... nice polys :P
Speeds
#4338 posted by gb on 2008/02/07 18:35:33
Build a map around that :-)
Skyboxes II
#4339 posted by madfox on 2008/02/07 22:47:05
Ijed and Spirit, just download and tell me again.
Ricky,I have a terrain editor, that shifts landscapes like this. Exporting them to dxf give an huge amount of date. Fortunately I can import them into AM2000, an animating studio, and choose to export them again with smaller, quake friendly data.
Still the amount is 2010 vertices, quake's maximum. I wonder, if by doing this I archive more dataspace, then when I would use real brushes in Quake?
http://members.home.nl/gimli/mount.7z
Thanks Kell
#4340 posted by nakasuhito on 2008/02/08 02:46:44
got dzip and saw the demo. haha, cool shit! :D
now to find the reaper bots and play like hell.
Madfox
#4341 posted by ijed on 2008/02/08 13:41:21
I seem to remember that aguirRe's engine has raised limits for verts.
The mountains are excellent - a way to have Quake rocks that isn't like pulling teeth. Shame there's no good way to fake the collision (apart from a big clip brush) but that'd defeat the purpose of a decorative feature anyway.
The upcoming Quoth2 release features spawnable models, as does Nehahra, which should make doing stuff like this allot easier. Hello Q1 mapobjects!
ToeTag 0.9 Preview
#4342 posted by JneeraZ on 2008/02/08 15:23:19
Just a note that ToeTag is nearing it's 0.9 release. I blogged a few of the new features including:
Entity filtering:
http://wantonhubris.com/blog/2008/02/07/toetag-09-preview/
Vastly improved CSG Merge functionality:
http://wantonhubris.com/blog/2008/02/08/toetag-09-csg-merge-fixed/
Coming, hopefully, sometime over the weekend!
Willem
#4343 posted by Kell on 2008/02/08 16:35:47
I haven't even read all your updates and features posted about ToeTag yet, and I thought your demo start map was tragically built to the wrong scale, but still...your editor looks so good you actually make me wish I had a Mac to try it out on.
I am a PC user, and I am envious.
Really good job on this, mate.
#4344 posted by JneeraZ on 2008/02/08 16:41:50
Thanks Kell!
Was that map to the wrong scale? It felt OK running around in it. Too small you mean?
#4345 posted by Kell on 2008/02/08 17:11:30
Yeah, very cramped - I'd have made the areas about twice the size. Twice the width anyway. Look at the id start map for example. The skill corridors are small rooms in themselves, even though their only function is for the player to travel down them once into a teleporter. Yet they don't' feel cavernous, just comfortable.
It's not a big problem though. The map has no gameplay other than skill selection, it looks great, and works fine as a demo for the editor.
#4346 posted by JneeraZ on 2008/02/08 17:13:41
Heh, I've always felt the id start map was way over scaled - at least in that starting area. The episode selection part seems OK but I never liked those skill hallways.
I do agree, for the most part, and if the map had any gameplay in it at all I would have made the combat areas much larger!
Scale
#4347 posted by gb on 2008/02/08 20:25:24
1. I can relate - my idea of what the right size is for a Quake map changed quite a lot over the last two years. I used to think cramped = good but I'm not so sure anymore. I now think 256 is the perfect width for a corridor ^^ in id maps, they're not even half as wide. I still think you have to factor in the size of the monsters, and the reach of their attack, though. As well as the size of the player model with regard to stairs etc. If fighting area and distance get too large, dodging gets easier, which is another natural limit. The final natural limit is sound; it's rather unfair to not even hear a rocketeer's rocket coming before it hits you. You're simply missing the sound cue.
2. Since I started mapping from the ground up instead of hacking id maps, I noticed things feel smaller in the game than they look in the editor. This was a surprise. You can have a 1024x1024 room no problem. I didn't believe my eyes how normal it looked.
3. The start map corridors, well I think it's just not the smartest design. It's not necessarily the size that bothers me. The concept itself seems a bit simple. And they didn't apply the scale to the whole map, just attached that big front-end to a rather minute map. Like some guys attach big exhaust pipes to cheap cars.
Cheers For Willem!
#4348 posted by bear on 2008/02/09 01:37:53
Who made excessus resurface (and boy has his english improved)!
I Second That
I wanted to say hello (to Excessus) but I couldn't post on the page for some reason... it just kept timing out or something.
Tell him to come here, he might not even know of this site? :)
#4350 posted by JneeraZ on 2008/02/09 11:19:07
I'll prod him. :)
#4351 posted by Excessus on 2008/02/10 02:22:06
Mr Fribbles! :) Well, I have been always around more or less, I read Shambler's blog from time to time, dive into Pauk's map repository and play some Quake games on one platform or another, even if its once per year ;) Willem software has insuflated new energies into this old hearth of me. :)
... and no, I dont think my broken english is at all better! :D
Shambler Has A Blog?
#4352 posted by nitin on 2008/02/10 02:53:04
|