Slowly but surely... (ODQ3DM6)
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- Posts: 2
- Joined: Sun Oct 30, 2005 12:45 pm
dunno if u already did, but it would be very nice if u set up the lights like drach did with his fps mappack to have light changeable through the command
r_lightdetaillevel

r_lightdetaillevel
so u can add as many lights as u want and it'll be every clients decision to use all or none of themThis is a mappack containing performance tweaked versions of the original Quake4 MP maps.
No gameplay changes, just made accessable LOD for lights.
Installation :
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Extract and put into baseq4 directory
usage :
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Load from multiplayer menu.
r_lightdetaillevel [-1,0,1,2,3,4,5,6,7,8,9] - Controls the threshold at which lights are drawn. Any light below this threshold is skipped. This particularly helps with CPU limited systems
Usable ranges are from 0(slower) to 9(faster)
rule of thumb : 1 to 3 are mostly non visible lights and corridors
4 jumpads and corridor-crossways gets dark
5 to 8 only bigger rooms and chockepoints are lit
9 singlelight / ambientlight
I recommend 3 for very good visual quality, 5 still has good quality but gives big performance and 9 for most performance
You will have to adjust your r_gamma + r_brightness settings when using different lightdetails.

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- Posts: 2
- Joined: Sun Oct 30, 2005 12:45 pm
sorry didn't know that your map had only 2 lights, i thought that you had put more of themo'dium wrote:Which light? The first one or the second?


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- Posts: 11
- Joined: Wed Oct 19, 2005 10:28 pm
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- Posts: 520
- Joined: Tue Oct 18, 2005 7:59 pm
Guys, TBH I'm just getting fed up with the fucking thing. I cant vis it to save my life, even though its seriously changed from last time.
I know its not me, and i know its not the editor, but ffs, this isn't happening... It still drops far to low in places to use it seriously...
I can see why this wasn't released in the full game...
I know its not me, and i know its not the editor, but ffs, this isn't happening... It still drops far to low in places to use it seriously...
I can see why this wasn't released in the full game...
Fair enough. Like any project, you will probably benefit from collaboration.
Give a shout to one of the guys over in LE, or leveldesign.nl. I'm positive someone will be willing to take the level, optimise it to a high degree, and help you get it into a release state. Presumably in exchange for fair recognition in the credits =)
If you like, I'll find someone for you. Failing that, I can take it on myself, but my workload is through the roof atm
Give a shout to one of the guys over in LE, or leveldesign.nl. I'm positive someone will be willing to take the level, optimise it to a high degree, and help you get it into a release state. Presumably in exchange for fair recognition in the credits =)
If you like, I'll find someone for you. Failing that, I can take it on myself, but my workload is through the roof atm

"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
Ok, new beta.
Things to note:
(O) Same as before, this has ZERO vis work, so if the frame rate dips, its ok, dont worry about it. All I need os obvious bugs, sizes, clipping etc.
(O) I know a few things already. For One, there are a few spots in the level that look like they have z-fighting issues. Yet there is only a single brush there, with no faces fighting to be on top. This is a known Q4/D3 issue, and I'm looking into a fix.
(O) This is NOT a texture test, so like last time, ignore THOSE textures.
(O) This map only has DM item placements ATM, no TDM item placements, but there are TDM spawn points. Sorry I haven't got around to making items spawn in X mode only yet, if its even possible in D3/Q4 (If it is, then why release 2 different versions of the same geometry with a few items switched, like Q4DM1?)
(O) This map is NOT FUCKING VISED.
(O) Ignore shadow placement as well, just a quick test.
And with that, feedback bitchs:
Things to note:
(O) Same as before, this has ZERO vis work, so if the frame rate dips, its ok, dont worry about it. All I need os obvious bugs, sizes, clipping etc.
(O) I know a few things already. For One, there are a few spots in the level that look like they have z-fighting issues. Yet there is only a single brush there, with no faces fighting to be on top. This is a known Q4/D3 issue, and I'm looking into a fix.
(O) This is NOT a texture test, so like last time, ignore THOSE textures.
(O) This map only has DM item placements ATM, no TDM item placements, but there are TDM spawn points. Sorry I haven't got around to making items spawn in X mode only yet, if its even possible in D3/Q4 (If it is, then why release 2 different versions of the same geometry with a few items switched, like Q4DM1?)
(O) This map is NOT FUCKING VISED.
(O) Ignore shadow placement as well, just a quick test.
And with that, feedback bitchs:
Last edited by o'dium on Tue Nov 08, 2005 3:28 pm, edited 1 time in total.
Sorry about that... Nearly gave you the same file again, fucking rad wont save my changes...
http://www.quake2evolved.com/files/odq3dm6_beta2.zip
http://www.quake2evolved.com/files/odq3dm6_beta2.zip
I think it is possible, but I only say that because I checked up on how to make the "spawn point" models/effects for my Arena CTF runes only appear in that mode. The model and effct had a key:value pair of "filter_Arena CTF":1. So, by extension I assume that you can make something appear in other modes alone by using "filter_DM":1, "filter_Team DM":1 etc. Not tested, though.o'dium wrote:I haven't got around to making items spawn in X mode only yet, if its even possible in D3/Q4