Screenshots
#38 posted by negke on 2013/03/24 11:18:29
I Haven't Played It Yet, But...
#39 posted by affine on 2013/03/24 12:29:53
it looks really nice for a first map. I'll probably give it a whirl and let you know what I think later.
Thanks for this release. Not very many in 2013 yet.
Err That Looks Pretty Good
#40 posted by nitin on 2013/03/24 13:41:57
underselling it mfx :)
Looks Great
#41 posted by than on 2013/03/24 13:57:01
Screens look very nice. Will try soon!
Demo
#42 posted by Drew on 2013/03/24 14:43:31
Recorded in the RMQ engine.
http://www.quaketastic.com/upload/files/demos/mfxsp8_drew.zip
Looking forward to more in the future!
Sorry Drew
#43 posted by mfx on 2013/03/24 14:52:32
running on old hardware, no RMQ for me.
Drew
#44 posted by negke on 2013/03/24 16:02:21
Stop using that already, it's not meant to be a general purpose engine...
I Also Use RMQ...
most of the time... it runs faster than fitz for me.
#46 posted by Drew on 2013/03/24 16:35:28
yeah I mean, I know it'll run whatever map I want without slowdown. Like "Something Wicked," for example.
I get your frustration, but meh.
But...
#47 posted by Spiney on 2013/03/24 17:42:08
It haz teh waterwarp! It haz teh waterwarp!
Rmqe
#48 posted by gb on 2013/03/24 18:56:06
it's not meant to be a general purpose engine
pff. It is a fitzquake SDL fork (ok, via quakespasm), and it will run pretty much whatever you throw at it. It's not custom made for rmq or anything, despite iqm/csqc/bsp2 support and being omfg-optimized for huge maps.
No doubt Quakespasm is more of an up-to-date engine, but it's not like Fitzquake 0.85 was bad in any way...
RMQ Engine
#49 posted by RickyT33 on 2013/03/24 18:58:18
Is the dogs bollocks.
By The Way
#50 posted by gb on 2013/03/24 19:02:25
FTEQW "unstable" (stupid name btw, it just means SVN version) also has a very fast renderer, IMO it's up there with RMQe.
You can make FTEQW mimic Netquake physics by setting
sv_nomsec
to 1 or 2.
You can also try
cl_nopred 1
to undo the qw prediction stuff.
FTE's a nice engine nowadays, a lot has been done and fixed in the last couple years. And it has presets for various amounts of eyecandy (or lack thereof, if that's what you like). I prefer it to RMQe by now.
Nope
#51 posted by mfx on 2013/03/24 19:38:15
FTE won�t run either, it�s some rare old machine i�m running...
#49
#52 posted by Drew on 2013/03/24 19:44:21
that means you think it is good, right?
The Review Is Ready
#53 posted by hakkarin on 2013/03/24 19:55:22
Drew
#54 posted by RickyT33 on 2013/03/24 20:15:31
#55 posted by negke on 2013/03/24 20:46:53
gb: It works, sure. I meant it in the sense that it's an inconvenience for the demo recipients due to just another foreign protocol (and thus required engine to watch it with). But then, considering how many different protocols there already are, it's not really a different deal in this particular case.
hakkarin: The map is not broken, but there's one important bit of information missing from the readme and the news post: you need to set r_wateralpha 0.3 (water transparency) for this map - the grey surfaces are not missing textures, but fake windows. I agree it looks very wrong if they are opaque.
Mfx
#56 posted by yeah on 2013/03/24 20:49:59
you might want to update the wordfile and reupload for Spirit, and someone should probably mod the news post. Just to minimize issues for new quakers etc
Thanks Hakkarin
#57 posted by mfx on 2013/03/24 21:16:52
Nice review, haven�t been expecting this!
And thanks Negke for pointing that out, still I�m confused
how Than did those windows in APSP2.
Any idea?
RMQ Engine
Sorry for off topic!
I dig the RMQ engine for all the great stuff MH et al. have added to it, but it has one major flaw: It's no longer cross-platform. I have tried several times to re-replace the OpenGL function pointers and whatnot with SDL and portable code, but it never worked out (I forget what exactly the problem was though - possibly also my own stupidity).
If I had the time, I would love to merge RMQ's improvements back into QuakeSpasm. Well, Oz would probably kill me, so it would be a fork ;-).
Same Way As You
than only used Quoth to automatically set r_wateralpha to 0.25.
Ah Yes, Thanks OTP!!
#60 posted by mfx on 2013/03/24 21:32:05
And #56, i just uploaded a more accurate zip to Quaketastic,
Now called mfxsp8 01.zip.
What a mess!
Small "review"
#61 posted by RaverX on 2013/03/24 23:25:42
Just finished the map, I tried it fast on easy skill, so no secret hunting or too much looking at the details.
For a start map it's very good, but for 2013 it's only a "decent" map, there's no way to compete with other top maps.
I liked the combination between base textures and rusty metal used for pipes and machines plus the small cavern areas, I am curently working on exactly that type of map.
Most of the areas were too small and the lack of texturing on some places is a huge problem, what's with that "grey texture"??
Silver key abuse didn't helped, I got lost for 3-4 minutes, but it was ok overall, finished in under 13 minutes, found on secret.
Keep on working on other maps, if you learn from your mistakes the next map might be a good Quake map.
Screens Are Nice
#62 posted by ijed on 2013/03/25 01:23:44
Look forward to shooting stuff in it.
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