Yeah
#6742 posted by Ankh on 2005/01/12 10:31:42
I have made one and I'm so tired. I didn't even know that he's the author of Rapture - one of my favourite episodes. Downloading all maps at the moment :)
To Lunaran
#6743 posted by Ankh on 2005/01/12 10:35:31
You are faster than google :)
I have been trying to download the map from fileplanet some days ago but it didn't work.
Vondur
#6744 posted by JPL on 2005/01/12 10:43:06
Could explain how I can perform an efficient installation (which file unzipped where at least...)
HL2 And DOOM3 Making Of Books
#6745 posted by DaZ on 2005/01/12 11:37:21
I just received both of these from amazon yesterday, and thought I would share my thoughts with you guys.
:: Doom 3 - Making of
Paperback book with 192 pages of content. Very well presented and altogether a more rounded "making of" book than "HL2 : Raising the bar". This book includes pretty much every aspect of designing the game, from the story, art, models, game design and technology standpoints. The author has also included interviews with most of the id staff including a very in-depth interview with John-C about the technology and where its going etc.
A very interresting book in all regards, with some great pictures of concept art and in-game images. Very recommended!
:: HL2 - Raising The Bar
Hardback book with 287 pages of content. This book takes a different route to explaining the game creation process as it is more like a giant concept art portfolio from valve which has been annotated by the author and various valve employees. Text blocks are present on most pages and are usually short but to the point, and usually very interresting.
But the star of the show is the artwork, the book includes everything from early concept art all the way through to screenshots from the finished game, and pretty much all of it is spectacular stuff. I would think that this book will be better received by the game art crowd rather than the design crowd. But amazing stuff none the less. Also goes into details about the community surrounding half-lfe (mods etc) and the new Counter-Strike:Source and its creation.
Its easy to recommend both books, the making of doom3 is a much more rounded affair with much more text and insight into the game design process, whereas hl2 : raising the bar prefers to show u the evolution of the game through art rather than text, tho there is enough text in there to explain whats going on.
Thank You Daz
#6746 posted by Lunaran on 2005/01/12 12:02:34
I've got nine hours of classes today so I've got nothing to do but log back into func_board every half hour and post in GA.
HI!
Making Of [gamename] [n]
#6747 posted by Shallow on 2005/01/12 12:21:58
I got HL2 - Raising the bar at Christmas and would certainly agree that it's a great book. Interesting as much to see what they decided to cut just as much as to see how what is in the final game was developed. It's true to say that it's more like a coffee table art book than a book on design though.
Haven't read the Doom 3 one yet. Apparently the Halo one is quite good as well, but I've never actually seen a copy!
Lun
#6748 posted by R.P.G. on 2005/01/12 12:22:43
Let me help you out by adding another post for you to read.
Metl,
#6749 posted by necros on 2005/01/12 13:01:39
is there another bug in fitzquake 0.75 that resembles the skybox bug in that bits of something else are laid on top of existing textures but that doesn't involve skyboxes?
i've got a map that sometimes exhibits this behaviour, plastering large (about 128x128)blue squares in certain areas and no skybox is in use... thing is, i don't know what the blue is from.
another time, it looked like the image (still blue) being plastered on was the pentagram icon or possibly the loading icon of the pent that appears in the corner of the screen. (it was kind of spooky)
JPL
#6750 posted by Vondur on 2005/01/12 13:02:29
oh please, read the manual ;)
Daz
#6751 posted by Vondur on 2005/01/12 13:04:45
yeah, i've got both books too and they're CUTE.
/me hugs these books hard :)
Necros
#6752 posted by aguirRe on 2005/01/12 13:15:44
Try increasing FQ heapsize.
Beyond 64000?
#6753 posted by necros on 2005/01/12 13:28:35
because that's what i always use when loading it. (i use batch files)
Hmm
#6754 posted by aguirRe on 2005/01/12 15:44:34
Sounds sufficient, but there's definitely a texture thrashing problem in FQ 0.75 when heap is low.
In this case, the disk icon in upper right corner flickers madly as well and a massive amount of virtual memory is allocated quickly until either the MAX_GLTEXTURES limit is reached or Windows runs out of VM.
No,
#6755 posted by necros on 2005/01/12 16:24:01
no disk icon flickering.
Here's A Screenshot, If That Helps Any...
#6756 posted by necros on 2005/01/12 16:29:25
FitzQuake 0.8
#6757 posted by Scragbait on 2005/01/12 16:52:49
I've seen a couple posts that make reference to it. I don't see it on my bookmarked FitzQuake site. Does it exist? If so, where do I go?
It's In Beta.
#6758 posted by Jago on 2005/01/12 16:53:22
[nt]
Screenshot
#6759 posted by aguirRe on 2005/01/12 17:32:17
I don't recognize anything familiar except possibly some similarity with a lightmap issue I had some time ago. If you wish, you could send me the zipped bsp and I'll take a look at it. Does the problem only appear in FQ?
.
#6760 posted by necros on 2005/01/12 17:56:45
only appears in fq, and only at random times. sometimes typing kill or restart in sp makes it go away.
also, the map has changed since then, so it doesn't happen anymore.
it only seems to happen at select times, but this has happened on another map before too.
As Far As I Can See
#6761 posted by aguirRe on 2005/01/12 18:39:04
it's the correct texture, only the colours are wrong, which seems like some sort of lightmap issue. What happened if you enabled r_fullbright? Were there any warnings when run in my engine?
As Long As You All
#6762 posted by pope on 2005/01/12 18:42:21
buy a copy of my book, when i put it out.
(and a 2nd one for the bathroom reading)
:P
Wait
#6763 posted by aguirRe on 2005/01/12 18:44:54
You don't happen to have a misplaced .lit file in the maps dir? That might explain weird lightmap behaviour.
Nope,
#6764 posted by necros on 2005/01/12 20:07:51
no lit files. also, i don't remember exactly but now that you mention it, i think fullbright may have removed the splotches. and nothing was wrong in other engines, not errors in yours...
Necros:
#6765 posted by metlslime on 2005/01/12 21:23:14
if this only occurs when reloading maps with skyboxes, then it probably is just the same old skybox bug. The symptom is just mismatched textures being used when rendering -- sometimes that means lightmaps, sometimes skybox, sometimes something else.
No,
#6766 posted by necros on 2005/01/12 21:43:20
like i said, no skybox is used on the maps.
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