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Blerg 
Just emailed a vicar to see if they would marry my fiance and I.....

Is that totally inappropriate? 
 
didn't know you swung that way ricky. 
Hmmmm 
Results regarding coop and Masque of Red Death with sv_cullentities 2 = it runs a tad slow and large entities like door tend to get culled when they shouldn't (disappearing doors).

Part #2 can easily be fixed. Not sure how to fix the "runs a bit slow" part. 
@Tronyn 
I know you like corpses and heads everywhere, but I'm thinking the only reasonable fix is adding corpse removal to your progs.

Although with Masque of the Red Death, someone could just use a corpse removal progs (wasn't the reason that -hipnotic was recommended for that map due to this? Although I see no evidence of that working, if so ...) 
Add: 
At least if the coop cvar is 1. Single player isn't impacted, just clients connected to player that is running as the server. 
Client Comments 
How Often 
do you check what you've made in the editor in the actual game?

I find myself doing a fast compile every 5-15 minutes... sometimes even after changing just a single thing! 
I Used To Do That 
now I have large, large scraps that have never even been compiled. 
@Spiney 
numpad should be fixed now. 
@Spike 
Thanks! I'll check it out :) 
#22678 Fifth 
Me too doing this after adding one single brush, or even a light source.
Just for the look at it, strange.. 
#22678 / #22682 
I was doing that during my first mapping ages... and I tend to make it less often (not because I am not mapping that much nowadays...eh !), as I was gaining self-confidence in my mapping skill.. I guess it is what people generally call "experience"..

In anyway, compiling the map quite often is good to detect very early the map issues (leakage / HOMs / etc..), while it can be perceived as a waste of time...though...

I think each mapper has its own methodology ;) 
Kona 
Many of the level downloads on your site don't work! You don't happen to have released any map sources, do you? 
Spirit Is My Hero 
ALL HAIL 
My Friends Call Me Nova 
 
Quake Soldat Mod 
Anyone has a working mirror for this?
http://www.moddb.com/mods/soldat 
Review(s) 
The Last Game by J.F. Gustafsson

Again, loving the 'random map' link at Quaddicted (wish I had one for Duke3D and Thief stuff).

For those interested in Doom; Crimson Canyon by J S Graham.
Not too pleased with the writing in this review personally. 
Shadow Volume Fillrate Savings? 
An old graphics paper, marking shadowmap edges and rendering those with shadow volumes... wonder if something similar could be done with Quake's lightmaps. DP has great shadowmapping, but there's something to be said of clean resolution-independent shadows...

http://people.csail.mit.edu/ericchan/papers/smapSV/

Running idTech4 at 1080p is pretty but slow on my budget setup :( 
Interesting Paper 
but how is that relevant to quake's baked lightmaps? 
Only Useful For RT Engines. 
Using a similair lightmap layout to do edge marking for static shadow volumes. Would require compiler support etc... 
Thinking About It Some More 
Probably wouldn't work since you'dd get discontinuities between lightmap and rt shadows due to blending and interpolation limits etc... Otherwise writing light indexes into lightmaps but then you need to worry about permutations and compression and it just turns into a shitfest lol.

Once you have shadowmaps anyway it's probably more temping to just slap some PCF on top and not bother with writing another complex subsystem. Probably why no product ever shipped with this.

But yeah, I just want games with faster shadow volumes :( 
ROTT 
The multiplayer gameplay looks very oldschool fast. Wish I had the machine to run it -

http://youtu.be/dWhsZAhfyqc 
Best Trailer Ever 
Hahaha 
but please, link the youtube vid in future. I hate giving kotaku traffic :(

http://www.youtube.com/watch?feature=player_embedded&v=Vxxnq5YAVHw 
Fair Enough 
Like me with IGN... 
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