#7245 posted by Spirit on 2011/01/14 10:56:49
That looks like if your map is too detailed/complex for winquake. iirc r_speeds must stay below ~800 or things will be greyed out. players can increase r_maxsurfs and r_maxedges to work around this.
 Wee The Console Commands
#7246 posted by RickyT33 on 2011/01/14 11:13:00
are
r_maxsurfs (default 1000)
and
r_maxedges (default 2000)
The changes require a map-reload. This makes it difficult to use a Quoth info_command trigger to cause this to happen. You could fire those commands in a smaller start-map I suppose. Then when you start your actual map the commands will be activated. But users on non-Winquake engines might get wierd console messages like "unknown command" or something.
Not many people use WinQuake really. You can make Fitzquake and GlQuake etc look like Windquake if you so desire.
#7247 posted by ShadoW on 2011/01/14 11:18:36
I know that WinQuake isn't really popular ;). Just wanted to get it clear that I can't do anything with it before releaseing the map.
I simply try to test the map as much as it possible.
 Well
#7248 posted by negke on 2011/01/14 11:44:37
You can do something about it. Question is if it's worth it. The map has many texture combinations on walls, all of which use individual brushes. You could take some of the more frequent ones, for example the bricks with the grey concrete trim on the upper and lower parts and merge them into a new custom texture. This would turn three brushes into one. And if you do this in several location, you can lower the polycount enough to make the grey flash go away in Winquake. Alternatively, you could inspect the area with r_showtris 1 (in Fitzquake; DP only with its native culling disabled) to see if what is rendered from that POV and if it can be changed by some vis blocking.
And there are still (few) people who use software QW engines. As crazy as that sounds - it's that entire frame rate++ crap.
 Whoa
#7249 posted by Spirit on 2011/01/14 11:48:34
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load. Are those things really possible with Quoth's *_command? I don't think so (I hope not). :D
Obviously ShadoW is not looking for such tricks though.
 Yes, They Are
#7250 posted by negke on 2011/01/14 11:53:14
But why would you want to do this?
#7251 posted by ShadoW on 2011/01/14 12:06:23
Thanks guys. It is really not serious issue for me. I can live with it, as you said it yourself - nobody really use winquake, me neither. I asked about it only because to get clear it's engine/port thing. So case is closed ;).
 Heh - I Have Tested Maps In Winquake Before
#7252 posted by RickyT33 on 2011/01/14 12:21:27
But that is when I was tailoring a map to fit within the limits of the engine. I was happy enough that the maps loaded in Winquake, and didnt crash it. But I got the same issue that you are experiencing. I think anyone who does use Winquake will probably know to set their draw distance higher. And you can always put a line in your README explaining that Winquake users must use those console commands.....
#7253 posted by gb on 2011/01/14 20:42:38
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load.
That's like being the Amish of Quake.
#7254 posted by necros on 2011/01/14 20:48:58
it would be kind of funny to fuck with the player by repeatedly changing back and forth through different texture modes... with animating textures and stuff... could be really psychedelic.
#7255 posted by Spirit on 2011/01/15 00:24:24
I rather be amish than a half-plugged peacock.
 Lol
#7256 posted by RickyT33 on 2011/01/15 03:34:43
 Hyper Alpha State
#7257 posted by meTch on 2011/01/18 08:51:08
http://img834.imageshack.us/img834/3491/tmpquark000000.jpg
all the shit disks will be jumppads at one point
still just a shell of a multiplayer map really
 The Pit
#7258 posted by meTch on 2011/01/19 18:12:35
#7259 posted by Trinca on 2011/01/19 20:09:33
look like a map parboil made but in the lava!
http://www.parboil.quakeworld.ru/maps.php
Old Crater
But this one guess is with wind :) look fun
 Safe3 Final "Deadly Momentum"
#7260 posted by ziffon on 2011/01/20 14:18:33
Hi guys,
Been doing some tweaks to safe3 (q1 map) since last post here. Feel pretty good with the result. Cannot think of anything I want to fix right now so I'm thinking of making a release. However, before doing so I'd like to ask for your input. Are there any improvements to be done or bugs? Again, thanks to everyone who's been giving feedback and directions, it's very much appreciated.
Also, once I release the map should I notify any sites or people to get some attention? :)
Map can be found here:
safe3final
Screenshots:
safe3f1.jpg
safe3f2.jpg
safe3f3.jpg
safe3f4.jpg
 Q1shw1: Devastation
#7261 posted by ziffon on 2011/01/20 14:23:52
Shadow, i'd live to take a look at your map but the d/l url doesn't work. It looks very interesting judging by the screens.
#7262 posted by Trinca on 2011/01/20 20:07:57
ziffon
http://quakeworld.nu is a prioraty!
then you can post in here and at http://quakeone.com
 Prioraty My Ass
#7263 posted by negke on 2011/01/20 21:24:14
Since when has posting new maps at qw.nu ever lead to constructive feedback?
 Ziffon
#7264 posted by ShadoW on 2011/01/20 21:29:42
 Shadow
#7265 posted by ziffon on 2011/01/20 22:37:06
Grrreat, I just noticed on the front page as well :P
Gonna take a look at it.
#7266 posted by [Kona] on 2011/01/20 23:53:32
Hows your Q4 map going shadow? :)
Screens of Devastation look good.
 Q1shw2 - Layout Test
#7267 posted by ShadoW on 2011/01/21 17:46:08
Hey guys, me again :). So I had this idea for a map. And when I have an idea, I simply have to make things. So here's very fast (about 3h of work), first layout test for new map.
http://dl.dropbox.com/u/16372046/q1shw2_test.zip
Ugly - no light (or vis), and no items exept MH and RL.
 You're A Mapping Machine Shadow!
#7268 posted by nitin on 2011/01/22 04:17:47
 Indeed
#7269 posted by negke on 2011/01/22 11:15:57
Layout seems okay in general. Parts of it feel too long or spacious, though. The teleporters are a bit odd. I'd say either relink them or turn them into jumppads. Lol at the door. Needs to be faster.
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