Really Liking Gold Door Shot
#7239 posted by
meTch on 2011/01/13 05:31:15
ZQF.
#7240 posted by
Shambler on 2011/01/13 21:30:34
That's looking good, the refinement and details are really helping. The last upper corridor shot shows it well, good base build quality.
The very WIP shots show progress and I'm sure you know about the textures and stuff. Not sure about those spindly pylon things.
Keep at it dude.
Thanks For Comments
I've posted quite a few shots of it so I'll stop posting them up as much now.
Having said that will try to have a beta ready soonish for gameplay purposes :E
Devastation - Vis Issue
#7242 posted by
ShadoW on 2011/01/14 10:34:24
Hey again. When running the map (Devastation - see few posts up) under WinQuake I have those strange Vis issues:
http://shadowsdomain.files.wordpress.com/2011/01/quake01.jpg
Part of the main room is dissapearing while moving around it. No problems under Darkplaces or Ezquake.
Im Sure There Is A Command To Increase The Draw-distance
#7243 posted by
RickyT33 on 2011/01/14 10:40:49
The Winquake program was designed to play the original Quake maps, which were designed to run on a 486 system with 8MB of RAM. As a result it will only draw so many of the nearest world polys at once. There is a console command to increase this, but I cant remember what it is.
Any modern engine should run the map just fine!
#7244 posted by
ShadoW on 2011/01/14 10:47:22
Yes, as I said DP and ezq runs it great. So there is no thing I can do from mapping point to help this under WinQuake? I mean like adding some copmile/worldspawn command option?
#7245 posted by
Spirit on 2011/01/14 10:56:49
That looks like if your map is too detailed/complex for winquake. iirc r_speeds must stay below ~800 or things will be greyed out. players can increase r_maxsurfs and r_maxedges to work around this.
Wee The Console Commands
#7246 posted by
RickyT33 on 2011/01/14 11:13:00
are
r_maxsurfs (default 1000)
and
r_maxedges (default 2000)
The changes require a map-reload. This makes it difficult to use a Quoth info_command trigger to cause this to happen. You could fire those commands in a smaller start-map I suppose. Then when you start your actual map the commands will be activated. But users on non-Winquake engines might get wierd console messages like "unknown command" or something.
Not many people use WinQuake really. You can make Fitzquake and GlQuake etc look like Windquake if you so desire.
#7247 posted by
ShadoW on 2011/01/14 11:18:36
I know that WinQuake isn't really popular ;). Just wanted to get it clear that I can't do anything with it before releaseing the map.
I simply try to test the map as much as it possible.
Well
#7248 posted by negke on 2011/01/14 11:44:37
You can do something about it. Question is if it's worth it. The map has many texture combinations on walls, all of which use individual brushes. You could take some of the more frequent ones, for example the bricks with the grey concrete trim on the upper and lower parts and merge them into a new custom texture. This would turn three brushes into one. And if you do this in several location, you can lower the polycount enough to make the grey flash go away in Winquake. Alternatively, you could inspect the area with r_showtris 1 (in Fitzquake; DP only with its native culling disabled) to see if what is rendered from that POV and if it can be changed by some vis blocking.
And there are still (few) people who use software QW engines. As crazy as that sounds - it's that entire frame rate++ crap.
Whoa
#7249 posted by
Spirit on 2011/01/14 11:48:34
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load. Are those things really possible with Quoth's *_command? I don't think so (I hope not). :D
Obviously ShadoW is not looking for such tricks though.
Yes, They Are
#7250 posted by negke on 2011/01/14 11:53:14
But why would you want to do this?
#7251 posted by
ShadoW on 2011/01/14 12:06:23
Thanks guys. It is really not serious issue for me. I can live with it, as you said it yourself - nobody really use winquake, me neither. I asked about it only because to get clear it's engine/port thing. So case is closed ;).
Heh - I Have Tested Maps In Winquake Before
#7252 posted by
RickyT33 on 2011/01/14 12:21:27
But that is when I was tailoring a map to fit within the limits of the engine. I was happy enough that the maps loaded in Winquake, and didnt crash it. But I got the same issue that you are experiencing. I think anyone who does use Winquake will probably know to set their draw distance higher. And you can always put a line in your README explaining that Winquake users must use those console commands.....
#7253 posted by gb on 2011/01/14 20:42:38
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load.
That's like being the Amish of Quake.
#7254 posted by
necros on 2011/01/14 20:48:58
it would be kind of funny to fuck with the player by repeatedly changing back and forth through different texture modes... with animating textures and stuff... could be really psychedelic.
#7255 posted by
Spirit on 2011/01/15 00:24:24
I rather be amish than a half-plugged peacock.
Hyper Alpha State
#7257 posted by
meTch on 2011/01/18 08:51:08
http://img834.imageshack.us/img834/3491/tmpquark000000.jpg
all the shit disks will be jumppads at one point
still just a shell of a multiplayer map really
#7259 posted by
Trinca on 2011/01/19 20:09:33
look like a map parboil made but in the lava!
http://www.parboil.quakeworld.ru/maps.php
Old Crater
But this one guess is with wind :) look fun
Safe3 Final "Deadly Momentum"
#7260 posted by ziffon on 2011/01/20 14:18:33
Hi guys,
Been doing some tweaks to safe3 (q1 map) since last post here. Feel pretty good with the result. Cannot think of anything I want to fix right now so I'm thinking of making a release. However, before doing so I'd like to ask for your input. Are there any improvements to be done or bugs? Again, thanks to everyone who's been giving feedback and directions, it's very much appreciated.
Also, once I release the map should I notify any sites or people to get some attention? :)
Map can be found here:
safe3final
Screenshots:
safe3f1.jpg
safe3f2.jpg
safe3f3.jpg
safe3f4.jpg
Q1shw1: Devastation
#7261 posted by ziffon on 2011/01/20 14:23:52
Shadow, i'd live to take a look at your map but the d/l url doesn't work. It looks very interesting judging by the screens.
#7262 posted by
Trinca on 2011/01/20 20:07:57
ziffon
http://quakeworld.nu is a prioraty!
then you can post in here and at
http://quakeone.com