Q3 - dk_ib_beta1 - FFA

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Q3 - dk_ib_beta1 - FFA

Post by dnky »

Image

Download

All and any feedback most welcome....I am aware of two little sparklies and the stupid Q3 fog bug on models. I am also aware of the fact that there is potential camp spot in the cave mouth in the centre area, but against real people I dont think this is too much of a problem.
Whatever....
Kat
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Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

[ah the wonders of MSN!!]
sumatra
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Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

I'm aware of the performance :p
Solid looks though, really donkey-ish :icon31:
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
dnky
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Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

oops...forget to mention performance!

thanks Kat....I will fix shadeangle problem and the silly noimpact shader I forgot about.
Whatever....
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Feels cramped. The texture (rectangle) around the jumppads looks like it doesn't need to be there?
a13n
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Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

I love the way you built your teleporter.
Oeloe
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Post by Oeloe »

The ledges that go up on the sides are useless though?
Jemcdv
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Post by Jemcdv »

Looks like fun. dling now
dnky
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Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

Release candidate:
dk_ib

List of changes:

*fixed missing brushes
*removed JP model, gone for a more traditional texture based style
*added access to MH via the wall ledges
*added invisibility pick up for players only available via the ledges around the TP shaft, or through drop down from top
*fixed phong shading problem casting ugly shadows on side passage walls
*added 2 more 25 health bubbles

think thats about it.
Whatever....
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roughrider
Posts: 355
Joined: Mon Jul 22, 2002 7:00 am

Post by roughrider »

You can get your map mirrored here if you like, donkey.
Team *A51* Q3 & QL
dnky
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Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

sounds like a very good idea indeed. Thanks roughrider :icon31:
Whatever....
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roughrider
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Post by roughrider »

dnky wrote:sounds like a very good idea indeed. Thanks roughrider :icon31:
Np ;)
Team *A51* Q3 & QL
v1l3
Posts: 822
Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

So you know...there are lines in the skybox on ATI's. Whatever you did in dk_olar will get rid of them.

I'm wishin that one of the guys that run this forum would make a little tutorial on getting rid of lines, so the mappers that don't see them, would know how to get rid of them for those who do. HINT HINT guys....

I downloaded all your maps a couple nights back Donkey, since it looks like you made some of them while I was offline, and I never saw them. Some nice maps=)
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

thanks. I can fix the ATI skybox bug.
Whatever....
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

Skybox problem should be fixed, also generally increased the light to assist your aim :icon26:

Download
Whatever....
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

v1l3 wrote:So you know...there are lines in the skybox on ATI's.
Not just ATi's. Every nVidia card newer than the GF4 series displays the skybox bug too.
Fjoggs
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Post by Fjoggs »

Only if you've enabled texture clamping.
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Oh, right. But that setting is enabled by default and most users probably don't know where to find it. It's called "Conformant Texture Clamp" (Performance & Quality tab), for those who didn't know you can change this on newer nV cards.
Fjoggs
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Post by Fjoggs »

Any true Q3 player ought to know how to disable this by heart. :tear:
Oeloe
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Post by Oeloe »

'True' Q3 players don't use fastsky then according to your definition. :)
Fjoggs
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Post by Fjoggs »

No, I said they know how to disable it, not that they have to use it. :>
dnky
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Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

regardless of settings, this skybox will not show seams now. :icon31:
Whatever....
v1l3
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Post by v1l3 »

Oeloe wrote:'True' Q3 players don't use fastsky then according to your definition. :)
Any player that has a good videocard, and plays the game with enjoyment of the look of it without reduction of graphics, play with r_fastsky "0".


To Donkey...

The lines are gone, but when I look at the skybox, it looks like a box still, in formation of where the lines were.
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

Just out of interest could you show me please? I cant test on ATI cards, as I don't have one. Looks OK on my GF card with texture clamping on. There is some faint distortion, but you would have to look....you probably have but make sure you only have one version of the level or this could be a shader conflict.
Whatever....
Anwulf
Posts: 93
Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

The skybox looks fine on my laptop with its Mobility Radeon X700. I think the seams were there in an earlier version, but whatever you did has cleared them right up. I can't see any noticeable distortion myself.

As for the lines, they're no big deal. They don't affect gameplay.
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