 Bah²
#322 posted by Spirit on 2008/06/04 17:10:02
Naming the maps e*m* is a terrible idea. They are not meant as replacement for Quake's maps, are they. e1m1rmx is available as id1 and quoth, e1m2rmx is quoth, ours are all id1. Also maps should always have unique names.
The Quake menu (I guess you mean the multiplayer menu) has the map names hardcoded, so the names would not be the new ones ("my rmx map by me" or whatever). So that would be completely useless.
If they were meant for continous play then we have a problem as either people would have to make sure the player has no ammo left when getting to the next map (right...) or the follow-up mapper would need to know how much ammo and what weapons are taken over. And then we could aim for release in December...
Having to use the console after each map is a bad idea, especially for normal people. It's bad enough for many that they have to specify some commandline.
negke: "take away all stuff on starting new episode" is determined by if (world.model == "maps/start.bsp") in the qc. Thus my suggesting of a folder (rmxcomp or what) and a simple start.bsp (like the ones in the 100 brush packs) pointing to the maps.
 #178?
#323 posted by RickyT33 on 2008/06/04 17:19:51
So should we make "trigger_changelevel" "target" "start" ?
And name the maps "e4m1rmx" ?
I'm down with that! ;-P
(by "down with that" I mean "sounds fair enough to me..."
 Doubling
#324 posted by ijed on 2008/06/04 17:32:03
As I've mentioned before I'm working on a remake of episode 3 - but with its own progs. It will be playable under id1, but some stuff will be missing.
I'm using the name format e#m#rmx - maybe a bumper rmx pack later on would be good.
I'll be doing a remake of the original startmap once I finish 1-7 that will call the basic starts for each episode and shub's pit with rmx appended.
I have betas of m1-m2, alphas of m3-m6 and a very early version of the haunted halls. There's months of work left, so this is a heads up more than anything.
#325 posted by Zwiffle on 2008/06/04 17:32:11
And then we could aim for release in December...
December 2012.
:(
 December/2012 = >:-o
#326 posted by RickyT33 on 2008/06/04 17:38:14
15th June 2008 baby!!!!!
:D
 15th June 2008
#327 posted by HeadThump on 2008/06/04 18:08:58
Is that confirmed? If so, I still have a decent amount of time to work in. I was afraid I would have to take a pass given I can't map this coming weekend.
 I've Been Mapping Like Crazy
#328 posted by RickyT33 on 2008/06/04 18:12:22
this last couple of weeks, I'm about to go into some last minute testing!! But I can only map up to the 8th because I'm going to Idaho/Vancouver for the final week! I'll submit my map to Speeds on the 8th!!
Headthump - I'm looking forwards to your map!
 Dont Give Up Plz
#329 posted by gone on 2008/06/04 18:27:53
you have 11 more days
 Standalone..
#330 posted by rj on 2008/06/04 20:49:42
sounds the best idea to me.
it could be an idea to have everyone submit .map files though (in fact isn't this a requirement of the gpl shizz anyway?) so the maps could be edited into episode format later on by whoever feels up to the task..
 GPL
#331 posted by Spirit on 2008/06/04 21:18:42
Only applies if the mapper used the map source. In the end I did not but I will release the (pitiful) source anyways.
 Startmap
#332 posted by Spirit on 2008/06/05 11:56:35
I started speedslowmapping the start rooms of the maps into the original start map's episode corridors. Unless someone wants to do a fresh map we could use that.
Everyone still on board? Scampie?
 Oh, And Thanks Ricky
#333 posted by HeadThump on 2008/06/06 04:45:09
If I finish this sucka I'll send it over to you for beta testing.
 Speeds :-)
#334 posted by RickyT33 on 2008/06/08 16:10:06
I will have my bsp, rmf, map and lit files ready for you later tonight....
Where should I send them?
Rick x
 Im Serious Dude!
#335 posted by RickyT33 on 2008/06/08 21:25:28
If I dont give this to you tonight then I wont be able to submit it until after the 16th.
Unless anybody else wants to be the bearer (have a sneak peak...)
Also if anyone want's to give it a final playtest within the next six hours then that would be great!!! , but I dont see there being any point in sending me any feedback after about 4 hours from now, so please no-one who can't test...
:-0
#336 posted by gone on 2008/06/08 23:25:48
send to speeds@bk.ru
although Lun and metl and Bal are to judge
 Meh
#337 posted by rj on 2008/06/08 23:39:36
i regret to say i've been mostly out having a life this weekend :|
so unless i can pull something miraculous out of the hat next weekend i can almost certainly say mine won't be done in time
 My Situation
#338 posted by Zwiffle on 2008/06/08 23:57:51
I was all set to finish my map this weekend. All I have left to do is combat/gameplay. But here's the problem: my video card is dead. Like seriously. Which means, I can't really run any 3d apps, which means Quake.
I've ordered a new card, but I don't expect it until Wednesday at the earliest, possibly not until next week. So I'm unsure as to whether or not I will be able to finish in time.
But we'll see.
#339 posted by JneeraZ on 2008/06/09 00:00:44
Liar! Quake has a software renderer.
 Well Speeds Has Got Mine
#340 posted by RickyT33 on 2008/06/09 05:51:55
or atleast I've emailed it to him!!
If ya'll decide to release then go ahead.
If not I'll pick it up again when I get back, and the version I have sent to Speeds will be rendered obsolete! HAHAAHHAHA!!!!
gogogogogogogogo go !!!!
 Zwiffle
Oh come on, you weren't serious were you?
Which means, I can't really run any 3d apps, which means Quake.
Most of us might prefer the hardware accelerated versions, but you can't tell me you can't run Quake using the software renderer!
In all seriousness, you should be doing at least cursory testing in standard Quake anyway, especially for an id remix map. Even if you have to increase r_maxsurfaces and r_maxedges to render it properly, you should at least verify that it runs and the lighting is semi-decent (a map lit specifically for GLQuake might be too dark in normal Quake).
For an id remix you might not even need to bump up the edge/face limits, depending on how you feel about sticking to the original limits for such a map.
 Remember Guys
Even if you never use it yourself, there's still some people that (either by choice or necessity) use the software renderer.
A map should always be tested to verify that it can be loaded and played in the standard Quake engines, even if it isn't tweaked for the software renderer. People should at least be able to play it.
There are some bugs that will crash WinQuake, for example, that won't be apparent in GlQuake (and I'm not talking about simply exceeding engine limits). You don't want to find out after release that someone has downloaded and tried to play your map, only to have it crash out in a standard Quake engine.
 Oh Btw There Is Start Map So
#343 posted by gone on 2008/06/09 14:31:57
make your levels trigger_changlevel point to 'start'. kthx
 Just Over A Day Left..
#344 posted by rj on 2008/06/14 22:55:29
..anyone else rushing for the finish line?
been getting bits done here & there throughout the week. it's a few brushes from being architecturally complete and the lighting is all done, just hope i don't have to tweak the gameplay too much from its original ID state!
 <- Me, Cool
#345 posted by Spirit on 2008/06/15 19:50:56
Sent.
 EEP
#346 posted by Zwiffle on 2008/06/15 20:23:09
I'm still working on mine! I can get it done in a few hours, I swear!! I SWEEEAAARRRR!!!!
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