Random Tips
#47 posted by ericw on 2014/09/14 21:58:16
"gl_texture_anisotropy 16" looks nice, reduces blurriness on distant grates and floors.
mfx's and hrim's maps have cd tracks set. I'm assuming these are meant to go with the quake soundtrack installed in id1.
Metlslime
#48 posted by Barnak on 2014/09/14 22:04:25
11 fps on Quake1 !? Dude, what kind of crappy old hardware are you using ?
I play Quake1 on an "old" cheap Mac : late 2009 Mac mini with just 4 GB ram and a stupid video card (Apple), OS X Snow Leopard (old Mac OS). And yet, Quake1 + these huge levels are running at full 60 FPS without any troubles.
I'll probably buy a new Mac mini once Apple update its mini line (they are way overdue ! C'mon Apple !!).
Barnak:
#49 posted by metlslime on 2014/09/14 22:13:09
I have pentium 4 2.4 Ghz with 1GB of RAM, and a Geforce FX 5900XT video card with 128 MB of RAM. It's about 12 years old at this point.
Oh Boy !
#50 posted by Barnak on 2014/09/14 22:33:17
Ok, this then make sene...
You're beating me : a long time ago, I was using an old Mac IIci for 11 years, before I upgraded to a G4 (lasted 4 years), then a G5 (4.5 years), then the current mini (now since 4.5 years).
I guess we are all a bunch of old farts here.
Ouch
#51 posted by ijed on 2014/09/14 23:12:23
The pack needs 256k of ram I'm afraid. It will run with less but the active entity count is going to grind it down at various points.
I think the 10,000 wpoly room is Hrimfaxi's - but we all have expensive areas scattered around.
TrenchBroom
The readme implies that all of the levels were made with TB. Is that true?
Mine Was
#53 posted by ijed on 2014/09/15 00:39:47
And the others were made in other editors but also with TB.
Wow
That is great to hear!
Telefragging
#55 posted by ijed on 2014/09/15 01:22:58
The whole idea was to cripple the player from the start, so that by the time they're quadrocketing Hunters and about to overload a nuclear reactor, the feel like they've struggled through insurmountable odds and achieved something momentous.
Which obligates them feeling weak and broken at the start.
True, it's not really Quake, but that's kind of the point of a mod.
Heh Is It Just Me Or Is Ijef Trying To Outdo Warpspasm
#56 posted by nitin on 2014/09/15 01:28:28
but in one map?
finished hrimfaxi's, maybe 75% through ijed's, comments later when I have played all.
Ummm...
#57 posted by damage_inc on 2014/09/15 01:29:19
I must have done something wrong on your map ijed!
I steamed to death the first few base monsters, then a few dogs, walked, errr... crawled up to some slipgate and hit the button and BAMMM... done with the level sitting at the intermission screen in under 2 minutes, wth?!
I'll try again later, kinda worn out after ""Ceci nest pas une pipe".
Amazing work all of you, thanks :)
Damage
#58 posted by ijed on 2014/09/15 01:45:48
Did you god through the lasers!?
(I hope so...)
Ijed, Hmmm...
#59 posted by damage_inc on 2014/09/15 01:55:52
Maybe? After I finished "Asteroid Fracking" I noclipped and notargetted through the rest level of the level seeing as I missed a good number of baddies :( I found a secret which had a laser protected slipgate/teleporter. I un-noclipped, hit the button, walked in and it to sent me to the intermission screen.
Then it went to your level. Does "god mode" and stuff carry across level changes?
Meh no matter, I see from comments your level is huge as well. Playin' it proper next.
Sorry...
#60 posted by damage_inc on 2014/09/15 02:54:09
...for clogging up the thread with my stupidity! I loaded up my save and sure as heck it was still using the console commands :(
Back to playin'...
How Long To Make These Levels ?
#61 posted by Barnak on 2014/09/15 03:43:17
Guys, how long did you made these maps ? I'm just curious.
Just Wanted To Say
#62 posted by Tronyn on 2014/09/15 04:13:50
congratulations on the release! You guys are some of my favourite mappers (I've been waiting for a new Hrimfaxi map for a long time, especially) and I'm really looking forward to playing this, though it may be a while. Again congrats on what I already know is an amazing release.
#63 posted by Baker on 2014/09/15 04:15:05
Haven't checked out the map yet.
How does texture filtering relate to alpha textures appearance?
(i.e. what is wrong about it without setting the texture filter.)
Extra Question
#64 posted by Baker on 2014/09/15 04:16:40
Is there something that prevents playing this map using DarkPlaces or FTEQW in their present incarnations or was it just untested in those engines?
You Guys Are Geniuses!
#65 posted by dooomer on 2014/09/15 04:17:23
The Telefragged map is hilarious! And full of suspension too!
This is the best quake map ever!
One Year It Nearly Took Us
#66 posted by mfx on 2014/09/15 05:25:20
Awesome
#67 posted by Vondur on 2014/09/15 06:29:31
Playing through Telefragged so far, it's all is super amazing!
Ijed
#68 posted by negke on 2014/09/15 08:12:04
So how does TB compare to other editors in the field of touchpad mapping? Something worth advertising for Sleepy?
Baker
#69 posted by ericw on 2014/09/15 08:32:10
The holes in the fence texture go from rectangular to rounded rectangles with filtering turned on - technically there's nothing wrong, it's just a different look.
Darkplaces can load all of the maps but support the fence textures, fteqw won't load telefragged.bsp (at least not out of the box.)
Touchpad Mapping?!
I Want To Thank
#71 posted by mfx on 2014/09/15 10:39:45
ivan REBBroff once more.
Great guy he is!
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