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Post by Paril on Jan 10, 2007 15:43:35 GMT -5
It's at my site, go get it.
It is available to public, and it's in a finishedish state (I'm not working on it anymore, sadly).
-Paril
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Post by napalmdeath on Jan 10, 2007 19:16:29 GMT -5
I don't have the link to your site, otherwise I'd check it out
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Jan 11, 2007 14:41:56 GMT -5
I got a request for a DM version with weapons and armor and such, so I made another version to suit the DM and TDM crowd. It's a tad bit different, but the main structures are still there. There's just more connectivity and hidey holes and trick jumps.. You can download it here: dervish.tastyspleen.net/files/wddm03.zip
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Post by Paril on Jan 11, 2007 19:10:01 GMT -5
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Post by Mart[1001] on Jan 14, 2007 10:04:29 GMT -5
An excellent looking map Whirlingdervish. A great design and some loverly textures. However, I would like to point out one problem I found with the map. I'm not sure how you make your water but you've done the right thing in making it none transparent yet if you run showtris through the map, you'll see that everything underwater is still rendered by the q2 engine. I don't know if you've only told the top side of the water brush to be none transparent but, all sides of the brush need to have transparency turned off. See trans33/trans66 in your texture editor. Or maybe you have translucent ticked on the brush...if so, turn it off. If you get this right m8, your r_speeds will be lowered and the map would run much smoother online and players underwater will not have to render anything above the waterline and vise versa. Also, your compiling time would be reduced. Hope you sort this out m8 as it's a loverly map as I say...and I would love to try it out on my server but r_speeds in excess of 1300 averaging the map is a little too high. The part of the map near the gong(downstairs) is beautiful and r_speeds are perfect here.
Mart.
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Post by Paril on Jan 14, 2007 13:18:52 GMT -5
This always happens. Unless you're unaware, the whole map is rendered as one entity. The map will always stay rendered, even if you're behind a wall. Hint/Area Portals can make it look, to the client, like the map isn't being rendered on one side. It's just an illusion though, the map is still being rendered to it's full potential. It actually "removes" the brushes in his view that he does not see. That's why you will see the map as if you are looking into the Quake2 hardcoded skybox in GL (everything "copying" into the sky that you see. The Infinite Effect), because those brushes are gone. It's pretty crazy how it does this, and it's pretty efficient, but they could of done better rather than just an illusion to the Quake2 clients. Just one thing.. Who really cares about r_speeds anymore? There is _NO_ computer that plays Quake2 now that can't render a map and having it lag. If there is, then that's a small percentage of the population, but I'm sure that checking r_speeds anymore isn't much of a necessity than it was back in the day -Paril
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WHO?
Brains
Posts: 435
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Post by WHO? on Jan 14, 2007 16:25:48 GMT -5
Just one thing.. Who really cares about r_speeds anymore? There is _NO_ computer that plays Quake2 now that can't render a map and having it lag. If there is, then that's a small percentage of the population, but I'm sure that checking r_speeds anymore isn't much of a necessity than it was back in the day -Paril umm mate? r_speeds ... dunno about the servers you run but no way I'm running them as serious maps in any of our servers here if the speeds are up..... They've always been one of the judging criteria in Le Rays contests as well.
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Post by Paril on Jan 14, 2007 19:18:19 GMT -5
Well, yeah, so that they are good enough to run on all servers. What I mean is there is a 2% chance, with computers nowadays, that just about any value possible in r_speeds is going to lag a server THAT badly, or even at all. I mean, I've tried 204huntroad, that's a big map. It used to lag my old computer (very low specs, not far off from recommended Q2) so badly that it looked like I was running 8 copies of Q2 at the same time. Now, on this computer, no map that I have tried have bogged me down a tiny bit, even with rockets flying around (and since I'm using EGL with crap up like crazy, I can have 1000000 decals present and still have no lag). It really depends on the computer running the server.. Try it though, try and make a map without ever looking at your r_speeds, just once. -Paril
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Post by grieve[Q2C] on Jan 14, 2007 23:04:06 GMT -5
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Jan 25, 2007 12:57:50 GMT -5
GAGH!!!!!!!!!!......
r_speeds are for old gamers..... come on seriously.. NEW engine + High RSPEEDS + high end comp (1.8ghz, 1gb RAM, 256mb VRAM)= no lag. the OLD ORGINAL engine could not handle such operations. but since then coders have developed NEW engines that it CAN handle it.
dang ppl... use new engines.
oh... and the highest r_speeds i have found to lag my computer (specs mentioned above) via internet connection is 14000
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Post by Paril on Jan 25, 2007 13:00:28 GMT -5
Now you're talking.
It's not the engine. Quake2.exe will hold up at r_speeds past 70000, but may not take it as efficiently as R1Q2 or EGL will.
-Paril
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Jan 25, 2007 17:40:11 GMT -5
the main problem with high r-speeds is with the quake 2 v3.20 networking code. R1Q2 drastically helps with this. R1CH made some major changes in the way it handles the huge number of packets, and his r1q2 dedicated server .exe is pretty bullet-proof. This one will work fine on an R1Q2 server with R1Q2 clients all of whom are pinging under 100 and have a reasonable "rate" value set in their config... connect with a quake 2 3.20 client and you'll be laggy though. I was kinda anxious about wdrail02 working, too, but even with 1300s in the corners of the arena where you spawn, it seems to work really nicely with up to 12 players.. I've been playin it on the Tastyspleen.net railz server and only a few poeple have had any lag problems on it. mostly just lower than normal FPS in those spots.
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Post by Paril on Jan 25, 2007 18:46:52 GMT -5
It will work fine aslong as their computer can handle it, period.
You said it. R1CH's code is solid. Too bad the engine itself wasn't that good. EGL makes use of R1CH's stuff aswell, so it's win-win. You get EGL's anti-cheat and networking code, and also improved graphics!
-Paril
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