 Heh
#706 posted by RickyT33 on 2013/03/15 15:50:31
It will actually be cool if hakkarin reviews new maps without knowing about an authors previous maps.
Like a lot of us will know that some mappers work is going to always be awesome, and expect nothing less, but someone who hasn't played all of them and doesn't know all of the various mappers and their work will have no preconceptions based upon the name. That would be cool.
This should probably get moved to another thread.
hakkarin - please create a news post in the News section, it will go out over RSS for starters, and it will stop us from having the rest of this discussion on the Trenchbroom thread :) I feel it could be a lengthy one.
 Scoring And Stuffs
I am personally not a fan of scoring at all. I prefer in-depth textual reviews such as the ones on TeamShambler or The Ramshackle. I realize those sites had ratings, but personally I don't think it's necessary.
The problem with ratings is that they don't serve much of a purpose (unless you're running Quaddicted and want to be able to sort the maps by them) and they instantly spark debate. I would much rather read a detailed analysis for certain aspects of a map (item placement, architecture and so on) than get a short description of the map and rating.
Ricky, a community scoring system makes sense on Quaddicted, but not so much on a review site IMHO.
That said, I say let hakkarin figure it out by himself. He hasn't written a single review yet and we're already meddling with it ;-)
#708 posted by Spirit on 2013/03/15 16:22:14
The thing with long and wordy reviews is that in my opinion they only really entertain the writer and the map author. I play a map or I don't. Reading a long review does not affect me in that decision.
Great to see a new face/nick, welcome hakkarin!
 About The Review Site
#709 posted by hakkarin on 2013/03/15 16:22:45
I did as you guys suggested and posted about the new site in the news, though the post hasn't be approved yet. And no, there is no rule that demands that maps must be made with TrenchBroom in order to be reviewed. And yes I will have scores on the site because who doesn't love em? There will still actual written reviews as well though, because having only numbers as scores would be very boring :)
#710 posted by Spirit on 2013/03/15 16:23:02
Oh and if I could turn back time, Quaddicted would use a much reduced scale for ratings, 1 to 3 as in "no", "try", "play it".
 Maybe I Mean Something Different
Personally I am more interested in in-depth analysis of someone with a deep understanding of level design / game flow / etc. than I am in reading a short review. I don't need scores to tell me to play or not to play a map - come on, it's not like we get bombarded with new maps and have to choose, right?
#712 posted by JneeraZ on 2013/03/15 16:37:54
The trouble that I've seen with wordy review sites is that they tend to start treading the same ground and start using the same phrases over and over. Which is understandable given the subject matter but it is witheringly difficult to give a fresh and in-depth critique to each and every map. Maybe if there was a team of writers or something who could switch off map reviews...
 Reviews
I always enjoy reading well-written reviews, having another person deconstruct your work is always a great way to learn and improve. I don't mind rating systems as long as it's a good representation of the opinion of the reviewer and not some pseudo-scientific calculation (1-5 star reviews are good, like the old CVG reviews)
 Avoid Red: Will Do
#714 posted by ijed on 2013/03/15 19:19:14
 What Colour Type Is It?
#715 posted by ijed on 2013/03/15 22:48:42
And what Palette?
Finding it difficult to assign different ones to the various groupings.
#716 posted by deqer on 2013/03/15 22:51:05
Not sure what exactly you're asking, but maybe these links will help:
Quake palette: http://www.gamers.org/dEngine/quake/wad_conv/palette.html
The color codes for Quake palette: http://www.gamers.org/dEngine/quake/wad_conv/quakepal.txt
 Aha
#717 posted by ijed on 2013/03/15 23:00:54
Got it.
Fgd uses rgb 0-255 while Def uses 0-1.
So all the worldcraft values are invalid - any number at all clamps to 100%.
Fixing.
 Ok, Done:
#718 posted by ijed on 2013/03/15 23:37:50
https://www.dropbox.com/s/dqnm02pth5313sd/Quake.fgd
This uses the 0-1 colour scale.
However, in order to read future fgd's out of the box, without having to convert by hand, you might want to consider reading their native 0-255 rgb format.
In regard to how I grouped things, I tried to make it forwards compatible with any new entities a modder might require:
Logic - white
Dangerous Stuff - Orange
Atmosphere, lighting - Yellow
Misc - Turquoise
Pathing - Purple
Collectables - Blue
Ammo - Dark Purple
Players / Camera - Green
The sub groupings of stuff have slight variations within those broad colours.
I'll do the Quoth one if you decide to keep the 0-1 colour format, along with some cleanup to make them easier to read.
 Deqer
#719 posted by ijed on 2013/03/15 23:38:44
Thanks, I've been looking for a colour key for ages since a link I had to an image was lost when a site closed.
That .txt colour readout is going to be very useful.
 Ijed
I would actually prefer the. In the native values. I can fix that very quickly.
 Yeah
#721 posted by ijed on 2013/03/15 23:45:09
I thought so. It took me longer to figure out why it was displaying weirdly, and even then not long either so no problem.
 Website Is Ready
#722 posted by hakkarin on 2013/03/16 09:45:20
The website is now more or less ready and I included a link on it to TrenchBroom's own homepage.
 Z-buffer Problem
#723 posted by than on 2013/03/17 03:54:18
ok, so last night I changed a value in LinuxCapabilities to force 24bit z-buffer on my laptop and the z-buffer started to work normally.
I was knackered from a long cycle trip, so that's all I did, but next time I get a chance, I'll have a better look at that file and see if I can figure out if I can fix it so that it works without forced value setting. If not, at least I have a build that I can probably use now :)
 Than
Yup, that's what I suspected. Thanks!
 TrenchBroom 1.0.5
- Fixed a crash when undoing edge and face move operations.
- Improved map loading speed.
- Improved accuracy of vertex computation.
- Added antialiasing for grid lines (rebb).
- Thin out grid lines after a certain distance (rebb).
- Draw thinner grid lines for small grid sizes.
- Added face shading depending on view direction (rebb).
- Fixed a performance problem when editing face attributes.
- Place initial brush in new maps and make the camera look at it.
- Position pasted objects so that they line up with objects under the mouse cursor.
- Added option to use Alt+MMB to move the camera forward and backward.
- Fixed parsing of color values in FGD files.
- Improved Quake.fgd and Quoth2.fgd.
- Updated and fixed some errors in the documentation.
#726 posted by deqer on 2013/03/17 22:30:47
Cool, you updated your website too with the latest version. You compiled the binaries for me! Yay!
 Alt + Mmb Doesn't Work
on my machine. I have microsoft sidewinder mouse.
Also was there something wrong with the brush creation / vertex manip on version 1 that the editor now picks up a couple of brushes in my map and deletes them because they're invalid?
Vertex manip seems better, like the shading, no longer have the map loading speed problems I had before, better grid etc.
It's definitely all-round better.
 Fifth
You must activate Alt+MMB drag in the preferences. It is mainly targeted at Wacom Tablet users though.
Regarding the brushes, send me the map file please so that I can test it. The whole vertices vs. face planes issue is still not quite resolved in TrenchBroom, but I'm working towards it so that these things can happen. That said, maybe I fucked something up, so make sure to open a bug and paste the file there.
 It Still Doesnt Work
even though I checked the box in preferences, I even updated my mouse drivers.
I'll send you a private link to the map file, it's not quite finished yet (still a ways to go!).
 I Have..
emailed you the map file. I'll make a new bug on bithub.
|