#8862 posted by negke on 2009/07/23 11:07:02
I've replayed my speedmaps recently. Some are better than I thought, and most are much worse. Pretty much all of them are ridiclously hard - 60 monsters in such small maps, what was I thinking). And the humor in some of them is beyond lame, yeah.
The most obvious thing going on when playing one's old maps is realizing their shortcomings, like Trinca said, and how one would build it differently.
#8863 posted by Trinca on 2009/07/23 11:24:46
I also think that the fact that you guys play others games help a lot in inspiration!
In my case i dont play others games because of my very limited time :\ i wish i had more time to play others games and map more :\
But in the other hand i�m very glad of my life, i love my kids and my wife ;)
I will keep mapping for Quake but this year and next will be hard for me to release anything, only speedmaps... full map i dont have the time and the will.
Rather
#8864 posted by madfox on 2009/07/24 19:43:54
joyfully playing my own map again then seeing it quoted by someone who HAS to do the job.
WC/Hammer
#8865 posted by AEnoch on 2009/07/25 09:39:11
Has anyone gotten Wordcraft/Hammer to run well on Linux?
It's Difficult Enough
#8866 posted by ijed on 2009/07/25 16:23:14
Getting it to run on windows - no joke.
It's got a very nice interface but if you're looking for editors I'd suggest going for another one, maybe QuArK. Which is multiplatform AFAIK.
#8867 posted by Spirit on 2009/07/25 16:59:26
It is not and it is an editor that makes it too easy to screw up (and likes to do that by itself just to annoy you).
WC
#8868 posted by AEnoch on 2009/07/25 18:28:31
I've had no problems with it on windows. I know Radiant works on Linux but I've been using WC for years and it's what I'm comfortable with.
I have Quark but it runs slower than WC. I'm just wondering as I'm looking to switch to linux.
Fair Enough
#8869 posted by ijed on 2009/07/26 15:39:56
I'm still looking for a solution to the 'no 3d selection' issue - There are dll's that can be used but they screw up the texture rendering.
#8870 posted by gb on 2009/07/26 21:00:15
Radiant and Quest run natively under Linux.
Several others run under wine (pretty well actually), if that floats your boat.
I'll learn Radiant soon anyway.
I'm A Few Posts Late But
#8871 posted by Drew on 2009/07/27 04:57:27
I fucking love replaying 90% of my old speed maps. I never get tired of them, and I don't look at them critically (probably because I haven't improved much, if at all).
Argh, This Is Taking On JPLian Dimensions
#8872 posted by negke on 2009/07/27 10:20:06
Full: 75.01%, Elapsed:307h 39m, Left:482h 54m, Total:790h 33m, 38%
Hm
#8873 posted by Spirit on 2009/07/27 10:33:14
Is it really worth the full vis? After all the map is very open.
I Think It Is
#8874 posted by negke on 2009/07/27 10:39:58
It'll still have an extremly high polycount, but even if the fullvis can only lower it slightly, it'll be worth it. 2000 is better than 4000.
#8875 posted by Trinca on 2009/07/27 13:38:20
your computer will burn :|
make a backup of everything NOWWWWWW
#8876 posted by JneeraZ on 2009/07/27 13:38:35
I wonder what the magic breaking point is for VIS. My latest map has gotten larger and is still VIS'ing in under 5 minutes. It has one huge room in it with lots of detail but even that doesn't seem to daunt VIS...
#8877 posted by negke on 2009/07/27 14:08:36
It scales up exponentially. A single room (how huge is huge in Quake terms) might work, but if most or all geometry is inside a single volume like in a space map, it creates a multitude of portals. There's one for every little edge and slope and all they also affect each other.
http://negke.quaddicted.com/images/coag_prt1.jpg
http://negke.quaddicted.com/images/coag_prt2.jpg
Note the portal jungle in the upper half.
#8878 posted by gb on 2009/07/27 21:57:58
CDA seems near the magic breaking point, if anything.
That suggests if your map is one large sandbox with all structures open to it, and some triangle mesh etc perhaps, you might have good chances.
Negke
#8879 posted by gb on 2009/07/27 22:01:11
wow, just saw those numbers. You love pain, right.
Uhm
#8880 posted by madfox on 2009/07/28 02:56:24
get the urge to leave...
Just Give It A Few Years
#8881 posted by grahf on 2009/07/28 04:07:04
Multithreaded VIS on 8-core Nehalems will make this problem pretty much go away. Remember, id had to use the most badass Alpha hardware available in '96 to compile their Quake maps.
or you know, detail brushes.
#8882 posted by gb on 2009/07/28 19:34:30
or use Doom 3, no more vis.
#8883 posted by necros on 2009/07/28 20:51:18
yeah, whatever you say about the lighting, the visibility system in doom3 is badass.
Understanding VIS
#8884 posted by Ron on 2009/07/29 07:22:53
What system resources uses Vis anyway ?
Does it help to have lots of memory and a good processor or could you just as well run it on a Pentium 1 from the old Quake days ?
VIS
#8885 posted by JPL on 2009/07/29 08:14:16
VIS process needs memory and a fast processor to limit its runtime.
It is based onto a recursive algorithm (a kind of "turtle" algorithm)... the faster the CPU will be, the less consuming the VIS runtime will be.. Having GBs of RAM will not help, as I don't think the process needs it... though...
But in anyway, VIS process is the evil one in the Quake map building flow :(
#8886 posted by JneeraZ on 2009/07/29 13:51:41
Also, VIS benefits greatly from multithreading since each leaf can be processed independently of each other (which is how id ran theirs on their Alpha machines). I've enabled this in my Mac version of the tool but I don't think any Windows versions exist like that.
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