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Posted: Mon Dec 19, 2005 8:18 pm
by reefsurfer
Survivor wrote:
Just wanted to ask you if you felt like playing some mid air rocket stuff

Unfortunally.. i go with the saying "in with the new, out with the old" so my Q3 is officially uninstalled.. for ever. :icon31:
Posted: Mon Dec 19, 2005 8:19 pm
by Survivor
reefsurfer wrote:Survivor wrote:
Just wanted to ask you if you felt like playing some mid air rocket stuff

Unfortunally.. i go with the saying "in with the new, out with the old" so my Q3 is officially uninstalled.. for ever. :icon31:
Blasphemy
Posted: Mon Dec 19, 2005 8:21 pm
by ensiform
Oeloe wrote:Mikedie wrote:these little itemspawn lumps... can you remove/exchange them ?
coz when you try to jump over(jump off) them its a kind of sticky.
They don't need to be removed but just need to be made non-structural if that's the right term. Then you can't step on them but just walk through them.
yeah i believe thats about right. at least ive done inline 1, solid 0, and filters for gametypes so yeah you got the right idea on how to make em work without removing them.
Posted: Mon Dec 19, 2005 8:22 pm
by CrinklyArse
reefsurfer wrote:Survivor wrote:
Just wanted to ask you if you felt like playing some mid air rocket stuff

Unfortunally.. i go with the saying "in with the new, out with the old" so my Q3 is officially uninstalled.. for ever. :icon31:

:icon10:
btw, great work axbaby :lub:
Posted: Mon Dec 19, 2005 9:14 pm
by D'Artagnan
I just tried this beta version, and theres only one place that i loose FPS, all the rest is at 60FPS and solid...when i look at the rail...
I play the game with high details and 1024x768 resolution.

Posted: Mon Dec 19, 2005 11:02 pm
by axbaby
i'm still teaking trying to get a steady 60fps everywhere ..removing some eye candy.
done on a lot of what you guys have mentioned so far .
back to work
Posted: Mon Dec 19, 2005 11:10 pm
by semicolon
1) Needs the FPS map tweaks (r_lightDetailLevel)
2) Can you smooth out some of the curves?
Around certain parts of the map it looks like \_/ instead of a smooth curve...
(for example, the path to the railgun...)
It just isn't pretty :S
3) Lower/remove the weapon spawn "bumps" they interfear with movement.
Otherwise, nice work man.
Posted: Mon Dec 19, 2005 11:29 pm
by Oeloe
Yeah those curves are really butt-ugly.

I'm afraid i'll really need lightdetaillevel 5 to get 60 fps on my 9800 pro.
@ensiform: yep, non-solid was the word i was looking for.
Posted: Mon Dec 19, 2005 11:32 pm
by xchaser
PhantomLORD wrote:1. maybe to replace old q3 textures with new q4 textures (is this remake or not) maybe that will fix align problems
2. and to remove that big ugly wheel and put flag or something like that on this places
3. and this megahealth lava pool to be 2x smaller just for visual taste
I agree with both of these but plz don't make it like lost fleet textures I am sick of that already. it make the game look like doom3. Like the fraggin yard texture.
For me the map runs so smooth.
Posted: Tue Dec 20, 2005 12:00 am
by axbaby
i will put smooth curves back on .. i have many done already.
i thought smooth curves was where the fps get hit and it looks like that was not correct.
texturing you see if temporary ..O'dium is working on some texturing fixes and main room will be retextured nicely once fps get's fixed.
once fps is fixed everything else is fairly minor.
fixed
-no more bumps near weapons
-14 more visportals added "man that's a bitch tweak and has taken me 40 hours to do right"
-various fixes you guys have mentioned
-gained another 7 fps near rl but that's still not good enough .. i still get solid 60+ then a second later 25.
back to work
Posted: Tue Dec 20, 2005 4:28 am
by Robcq
is it going to be finished tonight?
Posted: Tue Dec 20, 2005 4:32 am
by PieceMaker
MMMMMmmm
Downloading beta and going to test it out.
*evil grin*
ax pm if you need anything. I'll be on for a bit.
Posted: Tue Dec 20, 2005 4:37 am
by axbaby
won't be ready tonight ,
fps is as good as it can "pretty good"
now just adressing glitches and your suggestions.
-what's done
clipped all curves
put back the nice smooth curves
fixed jumping on weapon thingy
left stairs clipped
playing with detail lights
removed some models that looks nice but doesn't fit in
left to do
check light overdraw and tweak lighting
attempt to play with new textures
gameplay flow
test clipping
fix last 2 areas with sparkilies "i can't seem to fix it"
then final betatest
Posted: Tue Dec 20, 2005 6:25 am
by {uZa}FreakOfNature
Hey Ax, when you're done, if you want me to mirror the file again, just upload it to the same spot and then just copy and paste the previous link except change the name to the new filename.
Posted: Tue Dec 20, 2005 6:38 am
by Lenard
Ax, you will probably be one of the most well versed on q4 vis after all this. Just sayan///
Anyway, are you going to leave the stairs as is, going into the wall like that, or are you going to do something with them? Or is o'dium? Or anything?
Posted: Tue Dec 20, 2005 7:46 am
by axbaby
thanks {uZa}FreakOfNature i might just do that.
Lenard .. i am not sure what stair problem your talking about.
back to work
Posted: Tue Dec 20, 2005 9:00 am
by Lenard
Doesn't it look wierd to anyone else how these stairs go into the patch on the left?
Posted: Tue Dec 20, 2005 9:26 am
by jagwah
you mean like it should have some sort of edging/border/trim following the curve around, similar to the straight side?
Posted: Tue Dec 20, 2005 9:35 am
by Oeloe
jagwah wrote:you mean like it should have some sort of edging/border/trim following the curve around, similar to the straight side?
There isn't in the Q3 counterpart. It just doesn't look bad there because the contrast between the steps and the curved wall isn't as high. That floor texture is a bit too bright for my taste anyway... :/
Btw, i checked out the number of subdivisions on patches like the one at lower SG, and it should be 8, but i guess you already fixed that.

Posted: Tue Dec 20, 2005 9:43 am
by jagwah
yeah, it doesn't look bad to me as is, but I can see how someone may think it looks a bit odd, also adding trim or whatever could actually look worse... I'm just really looking forward to the final version of this.
Posted: Tue Dec 20, 2005 12:24 pm
by axbaby
fps are up .. fixed many things .. not sure i'm doing visportals right "i have like 50++ of them but i am gaining fps.
what i've read about visportals makes it look like i'm breaking the rules but the layout of the map makes it impossible to follow the rules.
when you can see a long way quake4 has a hard time.
with my shitty computer my fps do not drop below 25 and i would say the average is 45 for my old comp.
i like the idea of calling it q3wq3dm6 or something like that but that's totally up to O'dium
i'll upload my last beta tomorow night.
i need sleep

Posted: Tue Dec 20, 2005 3:13 pm
by Oeloe
Hmm... that floor texture is really too bright imo. :icon9:
Posted: Tue Dec 20, 2005 3:53 pm
by reefsurfer
Oeloe wrote:Hmm... that floor texture is really too bright imo. :icon9:
You dont think it possible could have anything to do with axbaby's settings? :icon6:
Posted: Tue Dec 20, 2005 4:29 pm
by hemostick
Hey, about visportals - you might want to avoid edges of different portals touching each other. Bad Things can happen.
Posted: Tue Dec 20, 2005 4:36 pm
by jester!
Dont cross the streams!! :icon28: