Jpl
#6128 posted by necros on 2009/09/28 20:20:22
you must manually set max_edicts in fitzquake.
start fq085, go in the console and type max_edicts 8192, now you should be able to load the level. (this also means you need to use sv_protocol 666)
Iwonteventodotrythen...
#6129 posted by madfox on 2009/09/28 21:34:32
peopledontcaretounderstand
but I tried it and must admit it is good first stage of level mapping.
I found a leak and 73 warnings and deleted the leak.
And one thing stands..., map only when you're in love with it, not for others. Otherwise you'll loose.
here's the demo and map:
http://members.home.nl/gimli/njew.zip
#6130 posted by anonymous user on 2009/09/28 21:49:30
Madfox this have to do with versions...
The map dont have warnings and leaks I garantie you this :)
Necros
#6131 posted by JPL on 2009/09/28 21:52:59
Thanks a lot for the clue: I was not aware it was working like this ;)
Note for myself: add set max_edicts 2048 in my cfg file :P
Necros
#6132 posted by Ankh on 2009/09/28 22:08:42
I love quake id maps. Thank's for this compilation :)
I have a demo if anyone bothers.
http://www.quaketastic.com/upload/files/demos/ankh_neq1p.zip
Yeah
#6133 posted by necros on 2009/09/28 22:12:39
that's what i have in my main autoexec in id1. i always force sv_protocol to be 666 as well as max_edicts. (a few other things like gl_farclip and other things i can't think of)
tbh, i don't really understand the point of max_edicts... why not just have maximum edicts of 8192 be attached to protocol 666, since that's probably one of the reasons you're running 666 anyway, instead of 15.
Fuk
Did E1 always have this many Fiends on skill 2? Being trapped by four fiends between E1M2 and E1M3 with the lousy early weapons, and no Quad, was pretty refreshing...
Max_edicts
#6135 posted by metlslime on 2009/09/28 23:34:01
- you can go all the way up to 8192 edicts with protocol 15, it's only when passing that number that you need a new protocol (actually it can still work in protocol 15 but you will only hear sound effects from the first 8192 entities)
- fitz 0.80 can handle edicts up to 8192, 0.85 raised the limit to 32000
- the reason i didn't just set a really high default is there is a memory cost to having a huge edicts array even if it's not all used. it's not a big deal for modern computers but it does mean increasing your heapsize, which not everyone knows about.
I Also Noticed...
#6136 posted by JPL on 2009/09/29 08:30:58
...aguirRe's GLQuake v1.33 crashes my laptop at office: it enters an infinite loop somewhere and stuck the game (screen frozen, and buzzing sound).
fter some research on the internet, it seems it comes from the video card that does not like that much GL stuff... but why is it working fine with FitzQuake, and why is it working fine with GLQuake v1.31 ? Mystery....
Yeah, ATI Sucks.
#6137 posted by Spirit on 2009/09/29 10:19:30
#6138 posted by JneeraZ on 2009/09/29 11:23:24
That sounds like the choke that newer versions of FitzQuake (higher than 0.80) perform on my Macbook. After a few seconds, hard lock. The Macbook has an ATI card so that might explain it.
#6139 posted by anonymous user on 2009/09/29 13:00:17
I�ve got a ATI850 Pro now and fitzquake dont work... got the screen all fuckedup!
joequake also got some problems with the command -bpp
Qrack that is based on joequake works perfect...
I need to try darkplaces and some others but I�m not having any time at home for nothing!
Grates And Swirly Things ...
#6140 posted by sock on 2009/09/29 18:37:23
#6141 posted by Spirit on 2009/09/29 19:03:06
Sock / Spirit
#6142 posted by JPL on 2009/09/29 20:45:02
@ Sock: Looks nicer and nicer everyday day !!
@Spirit: Am I dreaming or are there shots using Doom3 textures at the bottom of the thumbnails?
Jpl
#6143 posted by necros on 2009/09/29 21:45:52
these textures: http://villsa.files.wordpress.com/2009/09/quakepack15.jpg ?
they look like ogro textures or something similar to them, anyway. definitely not d3 though.
Trinca
#6144 posted by spy on 2009/09/30 11:29:19
Andtheyevenbodoredtodoso
#6122 posted by peopedontcaretounderstand [194.65.24.228] on 2009/09/28 16:05:45
Necros you are fast as a bullet! nice work
http://www.quaketastic.com/upload/...
I lost all my interesing on mapping, plus people dont like much my maps anyway(to dark, to blocky, to linear) so why loose time with then?
Email some friends some time ago to ask what they think of the map in progress... if i should finish this map or not and they even didn�t respond...
One of those friends I�m a little disappointed... didn�t expected this attitude from him, but this is internet and nobody is nobody friend this is just the proof!!!
I think nobody cares, so why should i care? if anyone want to finish this for a speed map be my guest!
bye
definitely you're should finish it, i think this one could be very cool dm map
Screenshot Overdose
#6145 posted by sock on 2009/09/30 12:02:00
Don't seem to get much/any feedback here nowadays, not sure why, maybe you are all sick to death of my screenshots, who knows!
Anyway someone requested a look at the gameplay logic for the puzzles I have created so here is another screenshot to confuse everyone, again.
http://www.simonoc.com/images/design/maps_q3/moteof1cq3l.jpg
oh the silence :p
#6146 posted by anonymous user on 2009/09/30 12:04:33
sock you editor is like chinese language but your map rocks...
go finish it!
Sock
#6147 posted by nitin on 2009/09/30 12:06:23
I like the shader effect in the second pic, like some sort of beaming device.
#6148 posted by necros on 2009/09/30 20:51:47
tbh, i *hate* the purple electrical shader. it doesn't go with anything at all. and not in the 'it makes a contrast with the wood and stone' way but more in the 'it looks like shit' way.
sorry. :S
(the light blue looks fine though as it works well with the yellow lamps)
also, in order for me to make those comments i had to copy/paste your images into photoshop and use the following settings for Levels: 0 1.0 100
they are nearly pitch black to me otherwise.
also, is it sp playable? you said it was for (and i can see that it is) q3.
#6149 posted by Spirit on 2009/09/30 20:59:36
The brightness is fine but I agree about the purple colour. It does not fit very well.
#6150 posted by necros on 2009/10/01 03:27:01
i only commented on brightness to explain why i hadn't bothered to comment.
Good Feedback
#6151 posted by sock on 2009/10/01 09:16:11
@necros/spirit, no need to say sorry, this is exactly the sort of feedback I want. Visual problems, things people don't like or like. (really interested in the stuff people don't like more)
I have switched out all the magenta stuff (these were the original ID textures). Toned down the reds and switch more to pastel blues and light yellows.
The blue stuff is really a visual clue/highlight thing for the player so they know exactly what they should be looking for. This is especially critical for the puzzles because the majority of the level has a brown/yellow palette.
This is not designed for bots, there is no bot file, no DM setup, no multiplayer weapons or item balance. This map is purely about puzzles (sadly a bit simple due to entity restrictions) and level exploration. There are 5 puzzle machines, based on timing and sequence order solving. There are 10 secrets and a small story (readme style) for anyone that cares to open the readme file. The map has a full ambient soundscape with alot of custom made sounds to fit the workings of the machines and environment.
I tried the screenshot settings you suggested and it was like glowing to me but I am on laptop in a room without no direct sunlight (not a bright office). I will produce two versions of the map, a light and dark version. One probably for me and other cave dwellers and one twice as bright for everyone else.
If anyone else has more visual feedback please say so, good or bad, but more bad if possible.
#6152 posted by necros on 2009/10/01 10:13:36
my comment about screenshots being dark wasn't that you needed to make the map brighter. i was just explaining why i wasn't commenting (too much work to bring it in PS all the time).
in-game, we have gamma and brightness settings for that, so if it's dark, i can easily pump that up. no need for 2 map versions. sorry for the confusion.
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