 Necros
#6986 posted by - on 2005/02/01 15:48:22
d3 is just an extension of id's older engine, I suspect they just got grandfathered in. I'd bet if Carmack were to make a fully new FPS engine, everything would be built with models rather than brushes... though id may then also with that go ahead with a new editor that does model editing directly in the program and they're instanced from the .map. It just doesn't make sense to make worlds out of blocks when most often, you only see one face of the block.
In terms on what I do here at work, no it doesn't bother me I'm not making geometry. Then again, I'm not working on a FPS game. I'm working in a tile engine, this is just a natural evolution of old 2d games that used only small sets of 10x10 2d graphic tiles to build the world from. I still build the layouts, and get to put input into what things should look like, and what objects I'll place around the level. I'm still the one who gets to decide alot of how the level will look and feel and play, just the responsiblities are broken up in a smart way.
 Hmm...
#6987 posted by metlslime on 2005/02/01 17:11:49
long ago, BSP was useful for a whole bunch of reasons, like fast tracelines for physics and lighting, visibility management, sorting polygons for correct draw order, dividing world space for various culling operations, etc.
Most of these aren't necessary anymore, but if you get rid of BSP, you still need a solution for each of these -- octrees to divide world space, manually setting up the showing and hiding of world chunks so you don't draw everything, z-buffer to handle draw order problems, etc.
It's possible that dev teams that still use BSP in their engines do so becuase the team is used to it and it still works.
 Lolz
#6988 posted by - on 2005/02/01 17:33:45
talking about func_submit buttons...
[19:34] <metlslime> and there should be a "spell check" button
[19:34] <ProdigyXL> Yes, add that.
 Fuck You Preview Button
#6989 posted by - on 2005/02/01 17:35:02
goddamn die already
#6990 posted by PuLSaR on 2005/02/01 17:37:01
Fuck You Preview Button
yesyesyes
 Q1 Source - AI?
#6991 posted by . on 2005/02/01 17:42:39
I downloaded the source just to take a gander, not that I'll completely understand it but I'm curious about the AI and can't yet find any AI code, or at least any file that is obviously AI. So if anyone knows, where is it stored?
#6992 posted by - on 2005/02/01 17:52:09
so... AI.QC wasn't obvious enough for you?
 There Is No AI.QC
#6993 posted by . on 2005/02/01 17:56:06
anywhere.
#6994 posted by - on 2005/02/01 17:59:36
so you downloaded the quake engine source looking for the game code?
 I Downloaded The Source
#6995 posted by . on 2005/02/01 18:02:55
Expecting to find everything except for art/media assets. No big deal anyway, was only curious what the code was like.
 .
#6996 posted by necros on 2005/02/01 18:10:27
there are two parts to quake. the engine code and the 'game' code, or QC.
engine code does all the complicated stuff and pathfinding, and qc handles behaviour and pretty much everthing else concerning the game that's not in the engine.
 Phait
#6997 posted by HeadThump on 2005/02/01 19:26:43
once you get a hold of the .qc files you may want to take a look here
http://www.planetquake.com/minion/tutorial/main.htm
 Thanks Thumpa!
#6998 posted by . on 2005/02/01 19:30:00
 Rgerg
#6999 posted by Shambler on 2005/02/02 02:48:22
ergwerg
 Oh, Now It Posts.
#7000 posted by Shambler on 2005/02/02 02:48:43
Fucking genius.
7000 btw.
 Shit
#7001 posted by Lunaran on 2005/02/02 10:54:41
Almost!
 CZGWTFBBQ
#7002 posted by Lunaran on 2005/02/02 10:56:10
I refreshed the page endlessly and those posts never showed up. Balls I say.
 Ack
#7003 posted by R.P.G. on 2005/02/02 11:07:17
Lunarian took czg's name in vain!
 PHP
#7004 posted by . on 2005/02/02 19:56:43
I've been learning a little PHP, my current projcet is a checklist script, which is half-functioning, I still need it to store the checks in a file.
Anyway, after making a Magic 8-Ball script while learning arrays:
http://www.phait-accompli.com/crap/php/misc/8ball.php
I tried a Quake Map Name Generator:
http://www.phait-accompli.com/crap/php/misc/quake_map.php
I think a QMNG has been done before, and probably much better (code and name wise), but it was kinda neat to make.
 I Don't Know...
#7005 posted by distrans on 2005/02/02 20:23:27
...Crumbled Psychosis was a pretty good result, cheers.
 Ooo...
#7006 posted by necros on 2005/02/02 21:25:50
nocturnal isolation. :)
and satan's psychosis... hehe
 Farcry
#7007 posted by necros on 2005/02/02 21:26:43
are there any good SP maps for farcry out there? review sites?
i've tried searching, but not much seems to come up. i thought this game was relativly easy to map/mod for... so where are they all?
 I'm Afraid
#7008 posted by HeadThump on 2005/02/02 21:49:17
I have not found much on that score. You are right; the prefabs and set up system for Farcry make it less than appealing to map making -- else I would be all, 'Necros is hungry for Farcry episodes. Cancel all my appointments for the next three days, Jaime, I'm going in!'
 If You Are Looking
#7009 posted by HeadThump on 2005/02/02 21:53:17
for a cool way to waste your time, you could make a progs.dat for me that has all the built in functionality needed for a Dues Ex oriented Dark Places project. That would be really sweet.
 .
#7010 posted by necros on 2005/02/02 22:14:45
ht, you crack me up. ^_^
but, that's pretty disappointing that there isn't _anything_ out there...
i was holding out that someone might make a madmax-ish sp map for farcry as it can definatly handle the huge wide open terrain necessary for something like that to work...
and no, i tried already, but the prefab thing pissed me off. it was fun driving the vehicles around in a big empty map and fighting with the other vehicles though. :P
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