Slowly but surely... (ODQ3DM6)
Heres a test.
Load the map in SP (i.e. load up Q4 and just type devmap odq3dm6_beta, dont load it from the MP menu) and enter "r_showtris 2" in the console.
See how much of the maps being drawn? Everything? Thats the cause of the slow down
Now pull down the console again and type "devmap map/q4dm7" and then, see how much of the maps drawn there. It draws pretty much just waht you can see, because of how well its been vis-ed.
Thats the next step, doing some good vis work on it to make it smooth. Its hard to do it as it is, but this maps a pain in the arse because of the shear size of it. But it is possible. Any help in this would be great.
Load the map in SP (i.e. load up Q4 and just type devmap odq3dm6_beta, dont load it from the MP menu) and enter "r_showtris 2" in the console.
See how much of the maps being drawn? Everything? Thats the cause of the slow down

Thats the next step, doing some good vis work on it to make it smooth. Its hard to do it as it is, but this maps a pain in the arse because of the shear size of it. But it is possible. Any help in this would be great.
Alright, we're live on a high-bandwidth host.
http://www.zen84106.zen.co.uk/quake4/odq3dm6_beta.zip
As o'dium says, the level is unoptimized and **WILL** run like shit at the moment. No big deal.
Also, he's well aware that the doorways are too short.
Aside from that, FEED IT BACK
http://www.zen84106.zen.co.uk/quake4/odq3dm6_beta.zip
As o'dium says, the level is unoptimized and **WILL** run like shit at the moment. No big deal.
Also, he's well aware that the doorways are too short.
Aside from that, FEED IT BACK

"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
very faithfull representation of DM6 and a lovely map .. nice job man
i love it.
so far
-jumpads need tweaking .. i can walk right in without jumping on all by railgun jumpad
-2 areas with duplicate brushes near mega
-electrical buzz ambient sounds has to go,i can hear it throughout the whole level and it's loud as hell"better vis will fix this?"
-pipes look nice except those on platform where you can straffe jump to RG
-area around jumpad near mega i thought the texture was ugly
-it is dark and the shadowing kinda sucks but i assume that will be fixed
-pipes in mega room are too big and too hard to jump from the top near rl to the lower platform above LG
-hard to RJ from that platform to the top where RL is
-jumpads make you go too high
i love it.
so far
-jumpads need tweaking .. i can walk right in without jumping on all by railgun jumpad
-2 areas with duplicate brushes near mega
-electrical buzz ambient sounds has to go,i can hear it throughout the whole level and it's loud as hell"better vis will fix this?"
-pipes look nice except those on platform where you can straffe jump to RG
-area around jumpad near mega i thought the texture was ugly
-it is dark and the shadowing kinda sucks but i assume that will be fixed
-pipes in mega room are too big and too hard to jump from the top near rl to the lower platform above LG
-hard to RJ from that platform to the top where RL is
-jumpads make you go too high
Last edited by axbaby on Sun Oct 30, 2005 3:27 am, edited 1 time in total.
[color=#FF0000][WYD][/color]
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allright, i've been playing for the past say ~30 mins.. and i must say, a stand up job has been done.
NOw for the shitty part, the things that i found wile playing:
One: Everything seems Smaller in the map, Doorways, jumps, the whole nine yards. Every thing seems smaller.
Two: Minor Clipping Errors mostly in Trim or rounded surfaces. ( Especally on the way to the right of the Mega when looking at the jumppad. )
now for the good:
One: Everything is there! everything is where it should be, and about right.
two: Smooth! The Turned surfaces are well clipped, and i am really impressed, i usually get hooked a little in turms of strafing through ( especally 1000+ UPS with Rockets ) on little clipping glitches.
three: The lighting! its nice! Seriously!
Anyway, i'll post in more detail if needed, or post screen's of the clipping area's that i've found apon request.
other then that, i would like to thank you odium for this man, this will be HUGE, and i mean HUGE to the gamming community when it gets done/polished up.
LAter
NOw for the shitty part, the things that i found wile playing:
One: Everything seems Smaller in the map, Doorways, jumps, the whole nine yards. Every thing seems smaller.
Two: Minor Clipping Errors mostly in Trim or rounded surfaces. ( Especally on the way to the right of the Mega when looking at the jumppad. )
now for the good:

One: Everything is there! everything is where it should be, and about right.
two: Smooth! The Turned surfaces are well clipped, and i am really impressed, i usually get hooked a little in turms of strafing through ( especally 1000+ UPS with Rockets ) on little clipping glitches.
three: The lighting! its nice! Seriously!
Anyway, i'll post in more detail if needed, or post screen's of the clipping area's that i've found apon request.
other then that, i would like to thank you odium for this man, this will be HUGE, and i mean HUGE to the gamming community when it gets done/polished up.
LAter

Looking great, all the good things have been listed already so it seems pointless me listing them again 
2 things:
Nades don't go through the grates underneath doors anymore - is that intentional, or do we want that back?
And here's a screenie of the area by the Mega that's a bit dodgy:

Amazing job btw

2 things:
Nades don't go through the grates underneath doors anymore - is that intentional, or do we want that back?
And here's a screenie of the area by the Mega that's a bit dodgy:

Amazing job btw

Ok nice work bro your special adds are nice, the efx and the lighting is nice (could be scaled down just a bit) and a little ambient added.
This is the first time I've been able to see how the scale of player models is in reference to Q3 with an actual 1:1 ported map and I gotta say... wow. I went through this when UT changed scale to 2k3/4 size and we learned that ports have to have the bsp transformed in say GTK and scaled up to a new value to retain the "feel" of the original. Then decompile and move the .map to Q4 Radiant. I ended up with a 1.4x upscale but of course, our mileage will vary here in Q4. 2 strafes will let you bridge-rail jump and thats not exactly the original feel. The fighting will get a little too tight in the hallways and theres hardly room to get your momentum going like it was in q3dm6. I found myself hittng cielings too often.
The work you've done here will help all who wish to port the "classics" and mappers should pay close attention this important value.
I just downloaded your q2 mod and am eager to reinstall q2 and replay with your updated rendering.
Woohoo I love when people actually love something enough to bring it to modern standards!
I'll be experimenting and learning to work with visportals based on your work here.
Thanks for the beta.
This is the first time I've been able to see how the scale of player models is in reference to Q3 with an actual 1:1 ported map and I gotta say... wow. I went through this when UT changed scale to 2k3/4 size and we learned that ports have to have the bsp transformed in say GTK and scaled up to a new value to retain the "feel" of the original. Then decompile and move the .map to Q4 Radiant. I ended up with a 1.4x upscale but of course, our mileage will vary here in Q4. 2 strafes will let you bridge-rail jump and thats not exactly the original feel. The fighting will get a little too tight in the hallways and theres hardly room to get your momentum going like it was in q3dm6. I found myself hittng cielings too often.
The work you've done here will help all who wish to port the "classics" and mappers should pay close attention this important value.
I just downloaded your q2 mod and am eager to reinstall q2 and replay with your updated rendering.

I'll be experimenting and learning to work with visportals based on your work here.
Thanks for the beta.

:icon33: @ the Q4 marine being 23.1% taller than the Q3 marine.
Makes porting maps to scale a bitch.
It's like trying to play on the kiddie playground after you've grown up a bit.
Can the map be easily resized like a vector image?
Makes porting maps to scale a bitch.
It's like trying to play on the kiddie playground after you've grown up a bit.

Can the map be easily resized like a vector image?
Last edited by Bdw3 on Sun Oct 30, 2005 5:18 am, edited 1 time in total.
OK been jogging around headbutting doorways :icon32: This is great how did you do it so quick? Anyway, feedback:
The small 'angled' support-girders used around the map seem to end abruptly with a face that seems as if it should be flush against an opposite wall in a small corridoor - maybe redesign the model.
Not keen on the various machine-parts on the walls.
That 'ambient' sound really is too loud.
The 'roof beams' above the bridge should be wider I think.
Not sure I like the lava pit in the central atrium.
Loving the fenced-in and embedded pipes - maybe use them in the central atrium as well instead of the brown/gray metal.
Not sure about the big blue flickering pipes, I know Q3 had similar but they just don't seem right somehow.
Seems bright enough - no dark places
There's a lot of those small orange corner lights
Well done Sir, looking forward to getting abused in it.. :icon27:
Edit: Atrowshus spelling
The small 'angled' support-girders used around the map seem to end abruptly with a face that seems as if it should be flush against an opposite wall in a small corridoor - maybe redesign the model.
Not keen on the various machine-parts on the walls.
That 'ambient' sound really is too loud.
The 'roof beams' above the bridge should be wider I think.
Not sure I like the lava pit in the central atrium.
Loving the fenced-in and embedded pipes - maybe use them in the central atrium as well instead of the brown/gray metal.
Not sure about the big blue flickering pipes, I know Q3 had similar but they just don't seem right somehow.
Seems bright enough - no dark places
There's a lot of those small orange corner lights
Well done Sir, looking forward to getting abused in it.. :icon27:
Edit: Atrowshus spelling
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- Posts: 506
- Joined: Fri Nov 29, 2002 8:00 am
It's weird walking in this map in a new game! Very nice job so far (most already gave some good pointers) and I'm amazed that you single handedly solved the strafe-up-stairs bug 0_o
It might be the ratio of depth/height of each step but I did not get stuck on them.
No doubt it was not on purpose but I very much liked the shadow above RA - it looks just like... you know...

It might be the ratio of depth/height of each step but I did not get stuck on them.
No doubt it was not on purpose but I very much liked the shadow above RA - it looks just like... you know...

I'm thinking this should be optimized a little bit more for Quake 4's gameplay. Since the bridge to rail jump is probably impossible in Quake 4, perhaps you could devise, if possible, some time of small ramp, where, if skillful enough, the player can make the jump using it. That's one idea, anyway.
This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost
There are WAAAY too many lights in this map, I opened it in the editor, you need to drop about 60% of your light entities, this is why the performance is really really bad. You may also want to fix the giant hole severywhere in the map, could be why the portals aren't working right? I'd help, but dunno what you have done since the downloadable beta. And yes caulk is your friend, abuse him 
Edit: Don't encase your maps in a giant box
Z

Edit: Don't encase your maps in a giant box

Z
Right, some solid, honest feedback, a lot of which i already knew or was thinking myself. Thanks guys.
The central area i'm still at a loss with, and would love ideas in both design and texturing.
The doorwars i found out myself before i released the map, and then foo pointed it out to me again. So those will be fixed. The best way i can think of is just makign the doorways 1 or 2 blocks higher. It will mean that the central ceiling will be higher than before slightly, but you will strafe jump around the map with ease.
The ambient sound, my fault. Lazyness heh. I never got around to fixing it in the particle scripting.
The rest im reading over now and adding where i see fit. Thanks for you time guys.
The central area i'm still at a loss with, and would love ideas in both design and texturing.
The doorwars i found out myself before i released the map, and then foo pointed it out to me again. So those will be fixed. The best way i can think of is just makign the doorways 1 or 2 blocks higher. It will mean that the central ceiling will be higher than before slightly, but you will strafe jump around the map with ease.
The ambient sound, my fault. Lazyness heh. I never got around to fixing it in the particle scripting.
The rest im reading over now and adding where i see fit. Thanks for you time guys.