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Posted: Sun Nov 06, 2005 7:07 pm
by o'dium
New beta is nearly ready...
Posted: Sun Nov 06, 2005 8:52 pm
by soulnrgizer
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
This is a mappack containing performance tweaked versions of the original Quake4 MP maps.
No gameplay changes, just made accessable LOD for lights.
Installation :
--------------
Extract and put into baseq4 directory
usage :
-------
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.
so u can add as many lights as u want and it'll be every clients decision to use all or none of them

Posted: Sun Nov 06, 2005 8:57 pm
by o'dium
Which light? The first one or the second?
Posted: Sun Nov 06, 2005 9:15 pm
by soulnrgizer
o'dium wrote:Which light? The first one or the second?
sorry didn't know that your map had only 2 lights, i thought that you had put more of them

anyway you can have a goodlooking map (lots of lights) by following that method, then it's client decision if render them or not. I think that you could follow his standard and make visible only the ambient light with r_lightdetail "9", if there aren't visibility problems of course

Posted: Mon Nov 07, 2005 7:22 pm
by o'dium
Right.
Abotu to caulk it up and clip it and thats it. It was bitchign at me about leaking, but i added a few brushes to a few places by the caulk and it was fine...? Oddness. Anyways, nearly done, ready in the next hour or so I would say.
Posted: Mon Nov 07, 2005 11:44 pm
by iTG-Blankz
right it's 4:44 Mountain time you posted at 12:22 WTF is it :P
Kidding, just waiting to post on the website when it is done
Posted: Tue Nov 08, 2005 6:11 am
by MidnightQ4
< chirp chirp chirp chirp >
:icon32:
Posted: Tue Nov 08, 2005 9:44 am
by MidnightQ4
hehe, come on it was funny :icon32: i love that face
Posted: Tue Nov 08, 2005 12:14 pm
by o'dium
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...
Posted: Tue Nov 08, 2005 12:20 pm
by Foo
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

Posted: Tue Nov 08, 2005 12:25 pm
by MKJ
indeed, pass it over to someone with lotsa experience in vissing \o/
Posted: Tue Nov 08, 2005 12:57 pm
by o'dium
Aye, I'll make a thread about it in a sec...
Posted: Tue Nov 08, 2005 2:46 pm
by Fjoggs
Let Zombie13 do it, he kicks ass.
Posted: Tue Nov 08, 2005 3:03 pm
by o'dium
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:
Posted: Tue Nov 08, 2005 3:12 pm
by MKJ
did you vis it though?
Posted: Tue Nov 08, 2005 3:13 pm
by o'dium
MKJ wrote:did you vis it though?
Die. In the batcave.
Posted: Tue Nov 08, 2005 3:14 pm
by o'dium
Oh, and Q3W gets a few pimps in this release

Posted: Tue Nov 08, 2005 3:26 pm
by MKJ
o'dium wrote:MKJ wrote:did you vis it though?
Die. In the batcave.
:icon32:
Posted: Tue Nov 08, 2005 3:28 pm
by o'dium
REMOVED the file. I just noticed one big ass fucking retarded error, heh.
Sorry if you already have it, hold on a sec.
Posted: Tue Nov 08, 2005 3:57 pm
by o'dium
Sorry about that... Nearly gave you the same file again, fucking rad wont save my changes...
http://www.quake2evolved.com/files/odq3dm6_beta2.zip
Posted: Tue Nov 08, 2005 4:00 pm
by [TJD]Rico
o'dium wrote:I haven't got around to making items spawn in X mode only yet, if its even possible in D3/Q4
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.
Posted: Tue Nov 08, 2005 4:02 pm
by PhantomLORD
did you mean this error

Posted: Tue Nov 08, 2005 4:02 pm
by o'dium
Yeah, i see. Its jsut weird then that Q4DM1 has 2 maps ONLY for item changes, and not for geometry changes...? Unless I'm beign retarded and cant see the difference?
Posted: Tue Nov 08, 2005 4:03 pm
by o'dium
PhantomLORD wrote:did you mean this error

Yes, hence the new file has that fixed, as well as the gaps in the electric currents above your head there.
Posted: Tue Nov 08, 2005 4:05 pm
by o'dium
11FPS, lol, i so hope i get help with vis...