#70 posted by Newhouse on 2016/10/19 22:16:01
Didn't really get your point since I'm willing to try out to make it work even in DP.
Negke, True
#71 posted by khreathor on 2016/10/19 22:55:48
but DP sux, Quakspasso 4eva anyway
DP Was Ok, Then Daspazz Came Out
#72 posted by Qmaster on 2016/10/19 23:59:09
@Shamblernaut
#73 posted by PRITCHARD on 2016/10/20 00:08:08
What was the particular reason for including an old, out of date version of AD in the release? I'm not sure how out of date it is, but it seems like a big risk given that I, at least, was developing against the latest version. As far as I know, nothing went wrong with my map, but still...
It's especially funny given the current context since according to the readme, patch 1 added a bunch of fixes and improvements for DP. Ah well.
#74 posted by Rick on 2016/10/20 00:28:58
I hope that was kidding.
No way would I install every off-the-wall, Saturday morning, WankWankBlingBlingQuake project just to test a map.
Test in Fitzquake and Quakespasm. Those are closest to the original as can be found for modern hardware. As long as everything works with those two, that is good enough.
@Rick
#75 posted by damage_inc on 2016/10/20 04:05:49
1996 called, they want you back ;)
Funny how you want to "define" original Quake. Considering that the greatest gift of the game, by way of John Carmack, was modification in every single aspect. Replaceable content, QuakeC and finally... release of the source code and ID maps.
And as far as your "As long as everything works with those two, that is good enough." well, that not true either. As the latest "big" mod release, Arcane Dimensions, obviously took Darkplaces into consideration for it's release.
You can play Quake however you want to, but that doesn't mean you can tell everyone else how they are to play Quake.
#76 posted by PRITCHARD on 2016/10/20 04:47:20
Actually Rick is like, in charge. He gets to tell everyone what to do and how to do it. Didn't you know? We had a vote. Very democratic.
It's really about standards. Jam maps are not meant to be made to high standards; they're pack releases, and authors are invited to contribute what they have regardless of the quality (sensibly, of course). The deadline can mean that they don't necessarily have "one more day" to test a variety of engines and fix bugs.
Personally I'd expect a map that was released by itself today to either support more than one engine or explain why it doesn't ("This core functionality of my map simply can't be made to work the same in DP/QS so I had to choose one"), but I don't think the same standards should be leveled at a map jam or speedmapping event.
Why hurt the creative process with additional technical baggage? Just let mappers be mappers and release whatever they want. You don't have to like it, but don't expect more from them.
#77 posted by damage_inc on 2016/10/20 05:20:01
One of the coolest things about playing the Noir maps in DP was the blood stains! It was very "Sin City" esque, I loved it in your map Pritchard.
And I don't expect more from any mapper, let them create exactly how they choose. That's why I keep up to date versions of several engines.
#78 posted by dwere on 2016/10/20 06:11:30
1996 called, they want you back ;)
Not to be a pedant, but "old games actually weren't that ugly" is a relatively recent invention.
DP Update*
#79 posted by Newhouse on 2016/10/20 07:23:22
Progress so far:
+Starting Teleport works now without requiring jumping
TO-DO-List
-Fix building geometry in some places, so DP knows how to draw places correctly.
-Add more time to replace some items.
-Maybe even tweaking trigger placements for this fiend pit.
But everything else seems to be working just fine.
This might take an extra week or even more to make it work in DP, so if there is decent amount of people wanting play it on that engine, I will try my best.
OOH
Look its a 14" CRT monitor
woka
@pritchard
<quote>What was the particular reason for including an old, out of date version of AD in the release?</quote>
It was an oversight, I made the assumption that the mods had updated the topic in the original AD post to the latest version.
eh formatting, you get the idea.
anyway
I found an old(ish) version of DP on my computer and gave my maps a quick test. Turns out that its not just the sign (func_wall) that disappears at distance, so do other "world" models. I noticed that a button disappears at a certain distance too on my e1m3 hack.
And I agree with Damage_Inc, it looks pretty badass seeing the red blood in places.
In hindsight I could have prepared the palette, keeping the blood colour, and manually removed that colour from the rest of the textures and models, etc. but at the end of the day I got the best outcome, given the amount of effort that I was prepared to put into it.
#83 posted by negke on 2016/10/20 09:49:44
It wasn't necessarily directed at this jam or a person in particular, but rather the general attitude many people here seem to have. Obviously, a map done under time pressure can get away with it more easily (although a quick playthrough isn't that much to ask for, either). Proper releases should be tested throroughly, and this includes old vanilla engines as well as at least a selected few new ports apart from Fitzspasm.
#84 posted by PRITCHARD on 2016/10/20 09:50:10
Fair enough, I guess the lesson here is never trust the mods... both meanings of the word. :p
I think your method would have been more frustrating than helpful, to be honest. Yes, it could have helped with the particles (which as people have pointed out, is rather unfortunate) but the cost outweighs the benefit I think. I mean, you'd be providing custom skins for every AD asset, as well as forcing people to use the desaturated textures that we avoided by applying the palette in the first place. Perhaps you could have gotten a better overall result, but it would have been an effort ill-suited for a jam...
#85 posted by Mugwump on 2016/10/20 10:08:06
Wow! I wasn't expecting so many responses to my latest comment. I have quite a number of things to say but I'm typing this on my phone so I'll keep it short for now:
1. Outdated AD: my console says v1.42, which is the latest version available on Quaddicted. Is 1.5 out yet?
2. r\_useportalculling 0: Nope, doesn't do squat. It does, however, seem to fix the glitches NewHouse mentioned earlier about his map.
3. Completely agree with Negke's POV. I have noticed a trend lately: when you check the readmes of maps made just a few years ago, you can see that they've often been tested in several engines among the popular ones, usually 2 to 4. But with the latest maps, mappers seem content to only bother with QS and all other engines could go to hell. That's a big no-no! There's really no need to fragment the Quake community more than it already is.
#86 posted by Mugwump on 2016/10/20 10:10:53
Rhaaaaahhh, fucking backslash crap! Sorry, I just realized that it's Quaddicted that uses this Markdown crap, not Func_...
#87 posted by muk on 2016/10/20 10:14:14
In regards to AD being outdated, I think its that you forgot to include the patch.
@negke
#88 posted by Newhouse on 2016/10/20 10:32:07
Your point is valuable, but not always the top priority.
I'm optimistic though.. since I'm trying to figure out what is wrong with the already existing geometry.. looking vertices(triangles) and trying to understand it. I'm by no mean experienced when it comes to that. It is not about optimization in this case, it is something else which I'm not familiar with.
When I stay in one spot, I just move the camera(mouse) a bit and I can clearly see when some of the faces just disappear and screen just draws something else that is clearly behind them or just skyboxes. How do I fix that, what might cause that exactly?
@Mugwump
#89 posted by Newhouse on 2016/10/20 10:41:23
Did it fixed all of the glitches or just that teleport?
#90 posted by khreathor on 2016/10/20 11:40:57
2. r_useportalculling 0: Nope, doesn't do squat. It does, however, seem to fix the glitches NewHouse mentioned earlier about his map.
NewHouse, that means you have fucked up portals. DP doesn't know what to do with them, when portal culling is enabled. Check out your compiler for warnings etc.
NewHouse
#91 posted by Mugwump on 2016/10/20 11:41:47
r_useportalculling 0 didn't fix the teleport, I got through it by jumping as Khreathor mentioned. I was talking about the visual glitches that you experienced. I had some too but they stopped after using this cvar.
I don't know if you noticed it because you mentioned the issue again after I talked about the newer DP builds, but since September DP now supports alpha masked textures (i.e. no more ugly pink thing where there shouldn't be).
Khreathor
#92 posted by Mugwump on 2016/10/20 11:43:26
This cvar not working was in Shamblernaut's startmap, not in NewHouse's.
Sorry For Triple Posting...
#93 posted by Mugwump on 2016/10/20 11:49:25
...but I just realized I misunderstood Khreathor's comment. Please disregard previous post.
I Know...
#94 posted by khreathor on 2016/10/20 11:54:05
In Shamblernaut's map there is just z-fighting, because this advertisement billboard is near the wall and is covered by illusionary brush, faking the light. It's quite thick, so it shouldn't do that, but I guess this illusionary brush doesn't help at all and DP doesn't know what to render first.
Maybe you can fix this with some option tweaking, but I spent yesterday like an hour to find some solution, but with no luck.
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