#6738 posted by
Spirit on 2010/06/23 19:29:59
Scroll down to the comments where metlslime shared a Windows version of that idea.
#6740 posted by gb on 2010/06/24 18:58:32
I recorded a demo runthrough of one of my maps, used darkplaces to turn it into a video, and uploaded the ogg theora file straight to youtube. Quality was pretty good.
Don't see the problem, really.
The Raw Swf...
#6741 posted by
qbism on 2010/06/24 19:19:05
...now smaller file size. Self-contained.
http://qbism.com/_extfiles/ac-qbS8.swf
It's not getting data from a server etc. Not a 'streaming demo player', not playable as a game, just linear playback of a specific prepackaged demo. Similar to video, resolution is pre-determined and it can't be resized w/o pixel scaling. Although versions at different resolutions can be created in advance.
This isn't a replacement for videos, just another option with pros and cons.
Qbism:
#6742 posted by
metlslime on 2010/06/24 21:00:56
I think you misunderstand -- we're describing an imaginary web app that can accept demo uploads from a user and package that demo, plus quake pak files, plus the bsp and perhaps a mod, into a unique swf file. All data except for the demo could live on the server already, and the web app could do the packaging.
The result is the same (a custom swf that plays one demo) but the difference is a web app automates most of the process.
Anyway...
#6743 posted by
metlslime on 2010/06/24 21:07:32
nice work on getting the size so small -- did you edit the pakfiles to include only the minimum files needed? Or is it just compressed?
Web App
#6744 posted by
qbism on 2010/06/25 01:23:56
Now I get it! The server could assemble the minimum files needed from a large resource. That is what I did manually to get the file smaller. (Plus they all get zipped.) An automatic system could do even better.
Client -> Server Keepalive
#6745 posted by
necros on 2010/07/03 22:15:20
http://necros.quaddicted.com/temp/ne_t1_2.jpg
smaller this time. 1600x1200 is probably excessive.
Allways Have A Shotgun Handy
#6746 posted by
meTch on 2010/07/04 04:40:58
when reading ancient lore.
Necros
#6747 posted by negke on 2010/07/04 15:11:29
Yes.
Broke Up Some Floors
#6749 posted by
megaman on 2010/07/05 10:06:16
Also
Shot 1 looks better, but a) pillars standing on a grille look very unbelievable and b) you need to frame that hole in the ground on the right of the shot using some sort of trim, otherwise it looks odd I think. Best thing would be to add the trim to the floor texture that is being cut off diagonally.
Other than that, it definitely looks better than before, breaking floors and ceilings is a very important part of making a map look less bland. It can also help to use different floor patterns / textures in different areas of the map. These can be used as clues so that the player can learn the map more quickly.
Shot 3
#6751 posted by
RickyT33 on 2010/07/05 17:53:28
Has got a Predator in it.
"I seeee youuu"
#6752 posted by
necros on 2010/07/05 22:13:27
i think sleepwalkr pretty much said it all. nice looking map and breaking up the floor with different textures is a great idea, but the pipes and grill interfaces aren't very believable.
Oh Well
#6753 posted by negke on 2010/07/06 22:51:46
Done
#6754 posted by
madfox on 2010/07/06 23:26:15
as far as I can see.
towards which down
under I'll agree.
Nice...
#6755 posted by
generic on 2010/07/06 23:36:28
How about adding some of the Quake Arcade Tournament (timfixed.wad) textures for a little variety?
Negke
#6756 posted by
JPL on 2010/07/07 12:18:41
hhhmmmm looks really nice.. a bit dark though...
Guys
#6758 posted by
spy on 2010/07/07 17:52:56
how you're make that arch rotated at 45 degrees
with 90-180 degrees arch i have no problem, but with 45 its always pain in the ass
Ps
#6759 posted by
spy on 2010/07/07 17:54:52
btw , negke the screenies look very kewl, cant wait to grab the (finished) map
#6760 posted by
Zwiffle on 2010/07/07 18:18:44
In Radiant I would just make a special 45 degree arch using the clipping plane tool, because then it fits all nice and comfy. It won't be exactly as the other arches, but most people won't notice/care.
#6761 posted by gb on 2010/07/07 21:15:02
ooo, scaled textures.
#6762 posted by negke on 2010/07/08 08:27:31
timfixed.wad: Hey, there are some nice texture variations in there. But the few medieval ones that would fit thematically don't convince me. I do use that stock red face-trim, though.
The map is supposed to be dark (the screenshot is probably somewhat Spirited). Theme-wise, it's nowhere as epic as e4m4, I'm afraid.
spy: Zwiffle's approach might work. Then again, I could imagine this might as well lead to misaligned brushes.
I usually create a regular arch and rotate it, then snap it to the grid and realign the vertices in 2d mode so the lines are all perfectly diagonal on the grid. It IS a pain in the ass, especially with Radiant, but the result is rewarding.