 AD Isn't In The Shadows Part 2?
#27241 posted by Qmaster on 2016/02/29 20:10:29
 This May Piss Off Some People
#27242 posted by mankrip on 2016/03/01 01:14:05
� but I have two goals:
� To create a good (not merely acceptable) game using my engine, and
� To make it commercially viable.
I would rather shoot my own head than accepting that I am a failure. So I'm just focusing on making my best towards these goals.
I've lived the dream of contributing to several open source projects, and while that helped to make me learn a lot, while also making others happy, that didn't make me a professional. On the contrary � that helped to make me realize that I'm a failure at becoming a professional.
So, nowadays I'm being very careful and not rushing things. And this is why some people may be pissed off � I'm not going to release Retroquad before releasing my game. It will be a long road, but that's the way life is.
I'd like to finish this post with something actually constructive, but I'm feeling particularly down today, so� that's it. But I love you all.
 You Are Among Good People Here...
#27243 posted by generic on 2016/03/01 01:38:35
Don't sweat it ;)
#27244 posted by necros on 2016/03/01 02:45:32
that probably means no one will ever use it as a target for mods or maps though.
#27245 posted by Kinn on 2016/03/01 15:22:42
� but I have two goals:
� To create a good (not merely acceptable) game using my engine, and
� To make it commercially viable.
To be honest I don't blame you. Making something for quake means it gets played by about a dozen people if you're lucky, and going by all the negativity in the AD thread, I can see how "what's the point?" is quite a relevant thing to ask these days regarding new Quake projects.
 A Dozen People
#27246 posted by Qmaster on 2016/03/02 02:06:30
But we all LOVE IT!!!
Some of us make maps just for fun even knowing that only a few dozen people may ever play it. It's relaxing. And we have fun thats whats important.
 Cogstart.bsp
#27247 posted by Jaromir83 on 2016/03/02 11:34:48
reupload/link smbody pls? thnx
 @jaromir83
#27248 posted by Baker on 2016/03/02 13:01:24
That's the Coagula Contest start map. So why not download Coagula Contest.
 RE: Baker, Coagula Contest
#27249 posted by Jaromir83 on 2016/03/02 13:32:00
possible to get those *.bsps from Coagula Contest's pak0.pak to be able to play them as standalones using for example "-game bastion/marcher" (I am used to Kinn's special features: better axe, explosions, hit-sound etc) please?
#27250 posted by Baker on 2016/03/02 13:56:08
Get Pakscape and you can pull files out of pak files.
 Dragon Unpacker
#27251 posted by Jaromir83 on 2016/03/02 19:56:20
worked, installation was full of malware though, spent half a day reinstalling windows, beware
#27252 posted by necros on 2016/03/02 21:34:13
should have used pakscape...
http://www.fileplanet.com/50620/download/PakScape
first hit on google.
#27253 posted by mankrip on 2016/03/03 00:11:19
necros: Right now this would be the case anyway, since it can't even run the official mission packs without crashing. There's a lot of bugfixes to do, limits to increase and so on.
It will be a long time before it can run stuff like Arcane Dimensions or Warpspasm.
Qmaster: I'm more focused on improving my skills than on relaxing or having fun� but playing the new maps from people here is always fun.
Baker: I prefer PakExplorer.
 @mankrip - PakExplorer Is Of Very Limited Use
#27254 posted by Baker on 2016/03/03 02:21:18
If you go to https://www.quaddicted.com/reviews/ad_v1_42final.html and look at the list of files in Arcane Dimensions here are some of the names:
1) gfx/env/moonhigh_bk.tga (11 characters long)
2) gfx/env/interstellar_dn.tga (15 characters)
3) effectinfo.txt (10 characters)
4) dpsetting.cfg (9 characters)
5) maps/base_brk/rock_sw01.bsp ) (9 characters)
What would be recommendation on how to create a pak file holding those files with PakExplorer? Or add those files to a pak with PakExplorer?
It would be pretty hard to do considering Pak Explorer cannot add or edit files with more than 8 characters in the file name.
#27255 posted by metlslime on 2016/03/03 02:26:46
you would rename them to 8.3 .. actually i thought this was a limitation of the pakformat, it's only a limitation of some tools?
#27256 posted by Kinn on 2016/03/03 02:34:42
possible to get those *.bsps from Coagula Contest's pak0.pak to be able to play them as standalones using for example "-game bastion/marcher" (I am used to Kinn's special features: better axe, explosions, hit-sound etc) please?
Taking a .bsp designed for a certain progs.dat and running it under a different progs.dat is going to lead to some things not working properly, generally speaking.
 @metlslime
#27257 posted by Baker on 2016/03/03 03:28:50
Naw, the 8.3 name limit is a DOS thing.
Pakscape doesn't have that limit.
If you want DOS Quake compatibility, using a 8.3 file is needed.
But I'm pretty sure Windows XP broke DOS Quake, way back in 2001 which is why you would either need a Windows 98/ME/2000 machine to run DOS Quake or use DOS Box.
 @metlslime Part 2
#27258 posted by Baker on 2016/03/03 03:33:33
In the engine, the pak format supports file names up to 56 characters (55 + trailing null?)
Doesn't care about length of any of the file name components, etc.
Think about all the releases with skyboxes and how some of releases like Zendar have the skybox in a pak file!
https://www.quaddicted.com/reviews/zendar1d.html <--- Quaddicted shows just pak0.pak and pak1.pak --- pak0.pak containers a skybox named nightzen_up.tga , nightzen_bk.rga, etc. etc.
 Baker
#27259 posted by mankrip on 2016/03/03 04:29:07
Good point, I rarely create PAKs. But PakExplorer may be the only one manager that asks for confirmation before recovering unused space � which is good to ensure that the vanilla Quake PAKs won't be modified.
Anyway, I'm not up to date with all tools out there�
#27260 posted by Baker on 2016/03/03 04:43:05
Pakscape doesn't modify pak files until you modify one and click save, it pops up "Save changes to pak0.pak"?
So I'm not sure your angle there.
 More Question On Sunlight_2
#27261 posted by aDaya on 2016/03/07 00:49:12
So I still have my doubts about sunlight improvments on ericw's compiler, as in severly messed up lightings and shadow.
I have the first legit map from my mod I'm doing right now and it uses multiple sky brushes (It has an open court area as well as skylights). Will sunlight_2 be able to make a legit open-area lighting without shadow bullshitting, or should I just use texture lighting on the sky textures?
#27262 posted by adib on 2016/03/07 05:07:59
Define "shadow bullshitting". You should use sunlight for light and sunlight2 to balance the shadows. These are worldspawn keys that gave me a nice moonlight on a level:
_sunlight 350
_sun_mangle 180 -90 0
_sunlight_color 64 184 255 (these should be floats from 0 to 1 instead)
_sunlight2 5000
_sunlight2_color 64 184 255
_sunlight_penumbra 4 (can't remember what this key is for)
_fog 0.05 .25 0.7 1
 When I Speak Shadow Bullshitting I Refer To The Followings:
#27263 posted by aDaya on 2016/03/07 10:07:52
#27264 posted by mankrip on 2016/03/07 10:51:17
Well, go on and try it now. There have been several fixes in the last 3 years.
 Theme Song Of Func
|