 Kell
#13418 posted by golden_boy on 2008/01/13 10:28:50
*drool*
#13419 posted by JneeraZ on 2008/01/13 11:34:35
Heh, OK, I see the rotated nail box but what else is in that scene?
 Necros' Quoth Test Map
#13420 posted by bambuz on 2008/01/13 18:25:58
would rock much more if it used some rudimentary vis blocking like not straight corridors between main areas... *grumbles*
But it's a test map anyway...
 Gagging, Drooling - Someone Pass Tissue...
#13421 posted by RickyT33 on 2008/01/13 18:26:26
...groan. Foot tapping, fidgiting, pacing up and down, unable to sleep. Refuse to make anymore maps, sulking....
Breakables ? :D :D
Haaoouwww . . . !
#13422 posted by golden_boy on 2008/01/14 01:28:50
I drooled not over the screenie but over additional minimaps.
 RickyT
#13423 posted by madfox on 2008/01/14 02:16:28
...or find Than's GlasTest in your email...
 OK...
#13424 posted by distrans on 2008/01/14 11:43:44
...the three sections are joined, and we have a seal!!! Detailing on the last section commences now :)
 Czg Hearts Barney
#13425 posted by bear on 2008/01/17 02:33:19
men's toilets Fulton Street :)
 Development Of A NASA-based Massively Multiplayer Online Learning Game
#13426 posted by bambuz on 2008/01/17 22:50:33
 Heh
#13427 posted by Spirit on 2008/01/18 09:41:49
I hope gibbie adds a dopefish somewhere.
 I Suppose I May As Well Ask In Advance
#13428 posted by Tronyn on 2008/01/18 12:52:42
I'm "close" (for me) to releasing something, I'd say "before the snow melts," but anyway, does anyone have like a BEAST of a computer that they would like to volunteer for compiling some maps? Remember, with aguirRe's vis you can turn it off and then restart it.
 Exiting!
#13429 posted by than on 2008/01/18 16:09:41
I'd volunteer but my computer can barely run tf2 smoothly, let alone crysis, so I'd hardly call it a beast.
I wonder if we could do some distributed map compiling. I'm not sure, but I think one of the vis programs supports it.
 Wasn't Inertia
#13430 posted by bambuz on 2008/01/18 19:04:45
building a cluster supercomputer? Stacking 4 or so mobos, each with many multi-core processors and gigabit Ethernet. Someone could make a nice php web form interface for compiling then for that. Of course users would need their own accounts.
I bet you'd get some uni project with lotsa credits for that!
 Oh And There'd Need To Be
#13431 posted by bambuz on 2008/01/18 19:06:21
a linux build of a parallelized vis program. (And qbsp and light too ofc though they prolly dont need to be parallelized.) Aguirre's tools are win32 only atm I think.
 That's What Inertia WANTED To Do, Yes
#13432 posted by czg on 2008/01/18 19:11:17
What actually happened was him sitting in his mom's basement, a bored grin crossing his pocky face as a cheesy fart silently escaped the gravitational pull of his arse.
 Tronyn
#13433 posted by Vigil on 2008/01/18 20:08:06
Intel E6600, 2 GB memory, plenty of harddrive space and time to waste. No quad-core unfortunately yet...
danthefryingpan -seehere- gmail com
 Uh...
#13434 posted by bal on 2008/01/18 20:59:42
Does any build of vis even support multi-threading at all? I know I never got it to work...
#13435 posted by JneeraZ on 2008/01/18 21:07:18
Does the threading code not do anything? I know that the tool itself accepts a -threads parameter although it doesn't do anything on OSX.
 It Was Only Made To Work With Id's SPARC Server Or Whatever
#13436 posted by czg on 2008/01/18 21:19:38
It has never worked on anything else.
 I Shit Myself Laughing...
#13437 posted by DaZ on 2008/01/19 13:02:45
 Tronyn
#13438 posted by inertia on 2008/01/21 03:46:09
I've got access to a many-node supercomputer (really). If there are multi-processor compilers for linux, send it my way and I'll see what I can do.
 DaZ
#13439 posted by JPL on 2008/01/21 10:47:05
Cool video, I was not aware that turret's life was so exciting :P
 Wow That Is So Nerdily Awesome Inertia
#13440 posted by Tronyn on 2008/01/21 14:03:13
I will let you know as soon as I have something ready. Did I send you the latest beta of that one map or not, I can't remember. If so, all of the maps for this project are like that - open, outdoorsy, messy, etc. I'm such a retard. That beta took me 260 hours (2.4 ghz processor, 1 gb ram) to vis although I made some modifications that should cut it down for the final version.
 ShadoW_86
#13441 posted by Lunaran on 2008/01/22 03:29:15
Feedback on q3shw21_b2:
- Are the liquids actually supposed to be liquids? They act like nonsolid brushes with liquid textures on them. Was that a mistake or is there some goobery pro-mode reason for doing this?
- Parts of this map are very poorly lit. There's nothing wrong with contrast but one of the teleporters for example was very hard to notice. Probably doesn't matter for the intended 'pro' audience because they just play the game in fullbright mode anyway, but if you're concerned about appearance outside of that (which it seems you are) I'd do another pass on this.
- I fell into the lava past the MH and you can see the insides of the lava brush not touching the surrounding geometry, because none of the curve patches for the terrain extend down that far.
- There's a big platform around the MH on the other side of the pit that doesn't do much. If you want the MH to be dangerous to reach, moving it back there would make the combat surrounding it more interesting.
- I like the architecture, that gothic take on industrial. The metal collonade by the railgun is especially cool. :D
 Almost...
#13442 posted by distrans on 2008/01/23 08:39:51
...32647 marksurfaces and just the exit lift to implement, pity I had to hack off a whole section full of insane future tech to get it down :( Now to finish the lighting and sound then wait patiently for the release of Quoth II.
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