ZTN beta

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Pro*Neo
Posts: 35
Joined: Mon Oct 24, 2005 11:40 am

ZTN beta

Post by Pro*Neo »

I have found this, http://www.casperchristophersen.com/DM_gelato_beta.zip
It is a beta version, but it is exactly like q3ztn, maybe the colours could be better, but the fps and size are perfect.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Looks good, apart from the whole "lets use Quake 4's textures and ruin the feel of the level" thing. I'm sure most people wont care because they will run in lowest detail anyways :p
Zyte
Posts: 888
Joined: Tue Aug 26, 2003 7:00 am

Post by Zyte »

i like it :)
plasma to RA is surprisingly easy
Pro*Neo
Posts: 35
Joined: Mon Oct 24, 2005 11:40 am

Post by Pro*Neo »

I supposed a lot of people would like to see one of the most played q3 maps, but nobody tells nothing XD.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

There have been several linked to on esreality, which one is this?
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Re: ZTN beta

Post by Oeloe »

Pro*Neo wrote:I have found this, http://www.casperchristophersen.com/DM_gelato_beta.zip
It is a beta version, but it is exactly like q3ztn, maybe the colours could be better, but the fps and size are perfect.
The FPS are far from perfect. Maybe because of the layout of the map, but i think the vis'ing could be optimized.
Pro*Neo
Posts: 35
Joined: Mon Oct 24, 2005 11:40 am

Post by Pro*Neo »

Oeloe, It goes perfect in my computer.
Im amazing with the people. If you say in a post that you are doing a succesfull q3 map, you can find that post with 17 pages. But if you put the map directly, they dont say even thanxs. :(
Zyte
Posts: 888
Joined: Tue Aug 26, 2003 7:00 am

Re: ZTN beta

Post by Zyte »

Oeloe wrote:The FPS are far from perfect. Maybe because of the layout of the map, but i think the vis'ing could be optimized.
whats that about? even i run this at a constant 63
Runningman
Posts: 101
Joined: Wed Nov 09, 2005 12:59 am

Post by Runningman »

vis'ing does nothing in q4, you dont need it anymore
[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

Post by [TJD]Rico »

Runningman wrote:vis'ing does nothing in q4, you dont need it anymore
I assume he means adding vis portals, and they certainly are needed.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Runningman wrote:vis'ing does nothing in q4, you dont need it anymore
:olo: If only that were true... It's caulking that's not necessary anymore. Maybe you meant that.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Runningman wrote:vis'ing does nothing in q4, you dont need it anymore
OK GEORGE :dork:
Runningman
Posts: 101
Joined: Wed Nov 09, 2005 12:59 am

Post by Runningman »

ive built 3 maps
the 4th is AEROWALK (complete) and i was STOPPED from releasing it. ive timedemo'd it with and without vis portals and caulk. so plz, tell me otherwise.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Runningman wrote:ive built 3 maps
the 4th is AEROWALK (complete) and i was STOPPED from releasing it. ive timedemo'd it with and without vis portals and caulk. so plz, tell me otherwise.
Maybe it's your Geforce 125000 that gives you 60 FPS regardless of whether you render the entire map or only the part that you can see, but vis portals are in Q4 and they do their job like they did in Q3. Easy enough to test the amount of overdraw with the commands available for it.
Runningman
Posts: 101
Joined: Wed Nov 09, 2005 12:59 am

Post by Runningman »

i actually own a pci card, as in not express but 1999 style. so i feel everything, and i mean absolutely everything.
the game isnt even supposed to start up without an agp (accelerated graphics port). which is why your seeing some ppl complaining they cant play and not knowing why.

and i get 77fps offline.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Oh yes i'm sure your drawing everything we are. :dork:
DRuM
Posts: 6841
Joined: Mon Oct 28, 2002 8:00 am

Post by DRuM »

Well the map is well put together and I'm getting good fps.
You know, after playing Q3 again and coming BACK to Q4, I'm even more aware of how clumsy and slow Q4 feels. I especially felt it on ZTN. It lacks the sense of urgency because movement is that much slower. THERE IS NO EXCITEMENT IN Q4! :idea:

Oh and coming through the teleport on Q3 ZTN, it's easy to get acceleration for 2 jumps onto the RA shelf. In Q4 though, I can't seem to get enough acceleration. I can reach the shelf but not as smoothly.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Hmm i don't really have that problem. I can do both of the strafe pads series in the new APA map (which is nice btw) easily but not runningman's maps. Running speed is still 320 ups and you get the same acceleration as in Q3, same physics. The major difference in speed perception is that your player is 77 u high instead of 56 like in Q3. If there was a mod that changed the player bound box to Q3 size again, everything would probably feel just as fast as Q3. I'm not sure if this is a good idea though. Maybe the difference should be compensated by slightly increasing running speed...
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

DRuM wrote:
Oh and coming through the teleport on Q3 ZTN, it's easy to get acceleration for 2 jumps onto the RA shelf. In Q4 though, I can't seem to get enough acceleration. I can reach the shelf but not as smoothly.
BTW, you can set your teleport target to give you a boost when you go through it - however, you shouldnt need to. You should maintain your existing speed when coming thru a tp.
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