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Hmm 
I seem to remember a guy coming to func a year or so ago looking for people to make maps for a project like this. Not the same guy since this seems to be a direct port of quake, but still is interesting to see this actually produced since we mostly shot the idea down. 
How Surprised Am I 
that an idea was sneered at on this jolly board?! 
 
Yes. And as I remember, it was wrath who was the pot-stirrer on that occassion. Oh irony etc. 
Ummm 
As I recall it, that mobile guy came across as a bit of a dodgy geezer, looking to con some mappers into making him some free content for his shady commercial gain. I think that's why it was sneered at, although I'd have to check the thread to be sure. This is why I hate mobiles in general, as it seems to give any old shyster an excuse to make $$$ OMG CASH DOLLARS $$$ with ringtones and crazy frog bullshit, and now I guess the same will happen with games BUT WITH 500% FREE BRAIN CANCER!!! 
Sielwolf 
Sielwolf, thanks for the upload - I really appreciate it. Looked throughly for the other maps I listed before, to no luck. 
Doom 3 CTF | Methctf1 - Central Hub (beta) 
Beta version of Central Hub (methctf1), a CTF map for Doom 3: REsurrection of Evil has been released.

Screenshots:
http://method.gamedesign.net/images/methctf1_1.jpg
http://method.gamedesign.net/images/methctf1_2.jpg
http://method.gamedesign.net/images/methctf1_3.jpg
http://method.gamedesign.net/images/methctf1_4.jpg
http://method.gamedesign.net/images/methctf1_5.jpg
http://method.gamedesign.net/images/methctf1_6.jpg

Downloads:
http://method.gamedesign.net/temp/methctf1_beta.zip
http://www.doom3maps.org/maprequest.php?173

I'm looking for feedback on visuals and gameplay.

-Method

[editor's note: we reserve news threads for the final release of a level] 
Yeah.... 
This shouldn't be news, it shouldn't be in GA, it should be in the Screenshots and Beta thread... but it look really good so far. Truely the best D3 map I've seen yet. 
Damnit 
RPG i missed you again!
you weren't drunk were you?

just add me to icq 7558552 
AguirRe 
Just a couple of questions about your nehahra engine. Is there a command to set the max fps?, or do I just use host_sleep 0 and have the fps capped by the refresh rate? Which is what I am doing now, I just have it set in my autoexec.cfg. Also when you set the water ripple from the menu, it doesn't seem to stick, you have to reset it after each restart, although I just added r_waterripple 0 to my autoexec to do the trick. Also I see in the read me that you have Enhanced sound quality, is that like in that you have fixed sound problems, or have you actually increased sound quality as in sample rate etc, if so are there commands? The engine I have been using for some years now has better quality sound than normal, and it feels like I have cotton buds stuffed in my ears when I use an engine with the standard sound quality, although after some time that feeling goes away, except for if I go back to the engine I have been using, the difference hits you like a brick.

It seems as if I will be adopting your Nehahra engine now, as my old engine wouldn't run Lunaran's map (no free edicts problem), and for some reason waterwarp is no longer disabled by default as it was, nor can I turn it off, so I guess I'll just get used to the sound.

Thanks for pointing your Engine out to me, although I knew of it, I probably wouldn't have thought of it.

now off to lunsp1 :) 
Many Questions 
You can't set max fps; it's fixed to 72 default or 100 when host_sleep is set to 0 (for compatibility). I've actually never seen that making a visual difference in SP.

Except for playing demos in fast forward using host_framerate, I'd recommend leaving host_sleep as it is (enabled). Disabling it just makes your CPU hotter for no obvious reason (could be very interesting on a laptop on batteries). As you say, the refresh rate also plays a big role here.

Many of the cvars are not persistent, use autoexec or another startup cfg specified on cmd line (recommended). This makes it a lot easier when switching between engines.

As for sound, most engines have severe sound limitations; the sounds of many objects are muted or stuttering due to bottlenecks coded into the engines. I've expanded those bottlenecks, which means that it's now extremely difficult to hear any muting or stuttering now. Play through Marcher's heated battles at the end and you'll probably hear what I mean.

Since the original sound samples are recorded in 11 kHz, AFAIK the only thing that happens in resampling is that you add high-pitched distortion. There's no substantial information above 11 kHz. However, if you replace the original sound files with ones recorded with a higher cut-off frequency, it could make sense.

I'm not an audio engineer so anyone may correct me here. But to my ears, resampled sounds are awful due to the added distortion. 
Kell 
Yes. And as I remember, it was wrath who was the pot-stirrer on that occassion. Oh irony etc.

The fuck's ironic about that? I just pasted something news-worthy. 
FPS And Sound 
I find that with host_sleep 0 and my refresh set to 85, it feels much smoother/better, than if host_sleep is set to 1 and I have my refresh set to 72 (to match). And if I have host_sleep 1 and leave my refresh at 85 it's noticably less smooth again. When yousay it make your CPU hotter, do you just mean the difference between pushing out 72fps as aposed to 100fps , or in my case 85fps, or is it something else?

I'll put the copy of the engine I was using, if you download it and run it, you should see what I mean about the sound, you can't miss the difference, how it's done I don't know, I just know it sounds much better to my ears.

http://users.bigpond.net.au/QnD/Files/nglquake.zip
230kb 
Apart From 
the difference in 72/100 cap in Nehahra, the game just runs in a closed loop, burning CPU cycles for no reason at all. In general software terms, this is called CPU hogging and is very bad. By adding a brief Sleep when the game has done all its work for the moment, you reduce the overall system strain significantly.

This also has surprising side effects; with the lower CPU load, the game actually plays faster and more evenly when another CPU intensive process (e.g. vis) is running concurrently.

This sounds strange, but is very easy to verify; normal hogging engines stutter and jerk terribly when another hog process is running. It's a bit difficult to explain why this happens, but it's probably caused by the OS kernel's task (and context) switch logic and depends also on the currently used time slice (usually 20-30ms).

If you feel that the game is smoother with host_sleep 0 on your system, then please use that (that's what the cvar is for). Always use what feels best for you. There should be no other penalty than the higher CPU load.

Thanks for the link, but I already have that engine. 
Popka 
Yes, you missed me.
No, I wasn't drunk.
No, I don't have ICQ. 
Re: RRrrrragdoll 
That's the best thing ever. I will give sex to whoever turns that into a screensaver. 
For Czg 
LOL 
Nice "kitty" photos ! 
Omg Von 
You hit the motherload of amusing cat photos =^-^=

This is the best one: http://www.nnm.ru/imagez/gallery/humor/demon-1120079870_i_7205_full.jpg 
Yes Kinn 
but all that efforts are for the sake of czg's return. the bastard won't retun to irc, i'm depressed. 
Yes Kinn 
but all that efforts are for the sake of czg's return. the bastard won't retun to irc, i'm depressed. 
Note. 
I just played sm56_czg yesternight. Damn that man is a genius.

btw have you checked the SDA lately? They have a new whole of quake marathon run there and a terra run too. (just put the pak to a gamedir and put playdemo start or playdemo terra1 and the rest will follow automatically)

Didn't remember the id episodes had so many quite ugly maps... :) 
Pushplay: 
but it doesn't even got proper breast physics!

It might be cool with ragdolls in a 2d-sidescrolling platformshooter 
Quake On A Mobile Phone: Screenshots 
Picmip Baby! 
oooh yeeeeaahh.... 
RE: Quake On A Mobile Phone 
Also known as:

ChavQuake(TM) 
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