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Hey 
I see your mark V says 0.94 in the corner of the console, try this last beta that Baker posted (scroll down to the post from 2015/05/08):
http://celephais.net/board/view_thread.php?id=60831&start=879&end=879 
Thanks! 
Hey, that fixed it! Thanks!

Sorry I posted in the wrong place. 
Good To Hear :) 
 
Http://www.rockpapershotgun.com/2015/09/07/dooms-snapmap-id-tech-6/ 
SleepwalkR's Bsp Thing ... 
Can you post a dump/result file? I'll take a look at the program as well on my own.

I was doing a little brainstorming to try and figure out what metrics might be useful to help describe the gameplay of a map.

For instances, knowing the amount of horizontal (or shallow sloping) surfaces that players can walk on would be great. You can then compare that to the maximum volume and maximum extents of level to get an understanding of how sprawling vs. vertical/overlapping the design is. I imagine getting horizontal surface area would be difficult though? 
Sure 
Here's the output:

https://gist.github.com/kduske/d6c91ca87c81e0a08539#file-gistfile1-txt

If you want advanced metrics like that, you'll have to find someone to code that in for you. I just did this as a proof of concept. I can add simple stuff and fix bugs, but I won't sink a lot of time into it. 
That's Pretty Cool ... But ... Questions! 
Number of planes vs. number of surfaces? Is surfaces horizontal? E.g. 3958 planes vs. 242 surfaces? Of course, this doesn't tell you the are of the surfaces. 
From Spirit With Excel 
I dumped Spirit's big list of maps into excel - the most useful bit for my purposes is the release date. Spirit - were these dates taken from filedate stamps or something else?

For the curious, here's the number of maps released by year (in this DM map database):

1980 2
1988 2
1989 3
1994 3
1995 2
1996 325
1997 937
1998 517
1999 431
2000 103
2001 105
2002 74
2003 61
2004 79
2005 43
2006 11
2007 19
2008 11
2009 1
2038 5

I would've thought the early 2000's would've had more maps, but the big volume was more post release when everyone was making their own MyHouse.bsps or whatever I guess.

This does narrow list considerably for maps that I should check out from the past few years. So this is immensely helpful in that regard.

Thanks! 
 
Geez, 937 ... what a year. 
On The Bsp Data Thing... 
How easily can it generate the map name and author name if it was provided inside the bsp? 
 
I'm more interested in the 3 people who managed to make QWDM maps in 1989. 
 
I don't remember the source for the dates, might be zip timestamps, might be bsp timestamps. Don't trust them too much.

You can get map titles with grep, not sure if it is always the first "message" but it might be:
grep -m 1 --text "message" file.bsp

They are often mixed with special characters or just garbage though. Might be better to use the readme files where available. No standards anywhere. 
Rough Data 
I believe you'll make a best effort and generate data to be revised by Spirit. Data hacked out of bsp will not be reliable enough, right? And this five map episode from 2038 is played against real bots? 
@adib - Whut? 
For the record, I'm not interested in developing a complete and detailed deahtmatch map database. I'm only interested in creating a list of good (in my totally subjective opinion) maps with some more information about those chosen maps. 
Mezmorki 
Sure.

Sorry if I missed it in so many posts, but do you intend to put up a Quake MP review site? That would take me back to DM mapping.

I tried QuakeWorld and didn't fall in love. Levels are too bright, a fish-eyed FOV, items and models are one-color 2D shapes. They dropped all immersion, it became a sports game. I miss old school servers.

If someone else feel this way, I'm up to help. 
 
aren't those all just client settings that you can change locally? 
More Plans ... 
I used to run prominence on planetquake which was a dM map review site, where again I only generally posted maps that were "good." I'm basically turning the idea of that site into a big google doc file :) I could integrate "reviews" into the scores as a comment pretty easily if there was interest in that. Or add a new review field with comment text.

I have a blog (www.big-game-theory.com) where I'll probably post some q1 map related stuff from time to time now that I'm getting back into the swing of things.

I'm also in the process of getting a netquake (not quakeworld) server up and running. This will be a bit of a hack job (never hosted a server before) and I'm going to try it via my recently upgraded home connection (75 mbps down / 10 mbps up cable) just to see if it works. I'm doing the server mostly so I can play over the net with a bunch of my local friends, and want to use it to showcase maps. ProQuake will be running the server, but a number of different clients will be allowed to connect to it. I'll probably be running the omicron bots mod because it provides some nice DM options as well as client controllable bots.

I'm looking into merging another server mod with frickbots, but I don't know any QC to do that. Gen made a DM mode that went with the Reinc map package that has some nice netquake options, like quaddrop (the only thing I liked about QW) and extra gameplay modes (shambler head hot potato, etc.). Maybe I'll run that as a default instead and skip the bots. I don't know yet, I need to figure that all out.

Stay tuned... 
Looking Forward :) 
Metl, yes, but then I would be the only one shooting in a dark myst enjoying the atmosphere while everybody else has the lights on, the FOV of a chameleon and the shotgun barrel 2m ahead like a dick. It's a problem I don't know how to solve.

QW people are concerned about download times, so I'd better stick to mostly 64x64 textures. No complicated geometry, no fog. Can't count on colored lights, because QW doesn't download .lit files with the level. It's a different mapping. 
 
I'm more interested in the 3 people who managed to make QWDM maps in 1989.

In many ways, the 80s Quake scene was ahead of its time. I was lucky enough to be around then and I have some pretty fond, if hazy, memories of those crazy days. My only complaint is we didn't have many tools back then that we now take for granted - including an engine to run the levels in - but you just made do. Happier and more innocent times :) 
 
In 2038 Quake you can't respawn. Try not to die. 
 
In 2038 Quake, if you die, you also die in real life. It sounds harsh, but it's actually quite fair by 2038 gaming standards. 
It Can Get Much Worse ... 
... In 2038 when you lose, John Romero actually does make you his bitch. 
 
and you won't like how john romero looks by 2038

no siree bob 
Been Thinking About A Custom Episode Using Quoth 
I've talked to people how I wanted to add a NG-tier machinegun to the already existing arsenal (by decompiling the whole lot, pasting the QC code that would be tested in vanilla quake, and recompiling), and maybe a chaingunner-like, since I've recently learned how to model/animate in Blender and export said models as .mdl, and had some experience with QC in the past. Again, the idea is to be a quoth-using level pack, but with a bunch of extras.

Now the actual question is, there would be a secret level that has an exclusive weapon, a TF-like Minigun, with spinup-spindown and releasing twice the bullet as before (or rather, nails). Would that weapon actually benefit from the Quake/Quoth standart on a design perspective? Or how could a weapon like this work without being redundant/broken, considering there would be the MachineGun and the Super Nailgun (the NG is still there but I don't plan on using it on that map pack)?

Would it be better to have only one MachineGun that's like Doom 2's Valiant (the chaingun is beefed up by firing bullets extremely fast and having a small spindown, making it more useful but eats a lot of bullets) or UT3's Stinger Minigun (think of Q2's chaingun but more stable and the rate of fire being slow at first but machinegun-tier after a second or two)?

I ask this because I always wanted to make a minigun weapon, on par with the ones in the Team Fortress games (minus the movement penalty), and with the idea of making a weapon secret-level exclusive, that would be my chance to make one. 
Not Calling Your Stuff Bad Ideas 
But this kind of post is exactly why the Quoth source code is not public. 
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