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Post by Mart[1001] on Apr 18, 2007 21:07:57 GMT -5
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Post by Mart[1001] on Nov 7, 2006 21:00:32 GMT -5
I run The dirty Den[1001 ways to die]....you can count me in.
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Post by Mart[1001] on Apr 15, 2007 9:30:34 GMT -5
Thanks lads. When I submitted my map, I thought they would be judged, a winner picked, and then it would be up to us to finalize things and then supply a download link and so I only submitted the map in a zip called baseq2. So I have now re-zipped my map with a readme file included and here is an official link to get the finished zip. www.grinder1.pwp.blueyonder.co.uk/maps/1001dm2.zipI would appreciate if you guys could update your current links to this one please. Thx again I enjoyed the competition.
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Post by Mart[1001] on Apr 25, 2007 22:54:01 GMT -5
Without a shadow of a doubt in my mind Whirlingdervish, yours was the best constructed map. One of the first things I did was to jump in that lava pot you have boiling away. Even though I knew it would hurt me, I felt a strange urge to jump in anyway. Just a tad too big for my sort of game though...but some great ideas and your player clipping is good.
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Post by Mart[1001] on Apr 14, 2007 22:43:34 GMT -5
Cool...thx !
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Post by Mart[1001] on Apr 14, 2007 22:16:37 GMT -5
Please....one of the judges or X7 himself...post a link to the winning map. It's 4am here in the UK and I was hoping to view the winning map b4 I go to bed.
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Post by Mart[1001] on Oct 3, 2007 7:59:30 GMT -5
Hardcoal....you are a graphical genious.
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Post by Mart[1001] on Apr 21, 2007 23:28:03 GMT -5
Aargh....the dreaded r_speeds debate. I do wish you people would take an interest....Grieve is correct in what he says(almost). r_Speeds of 1000 are ok...but only in one or two places. Speeds of 1000 throughout a map will simply kill it's online gameplay...which is what q2 mapping is all about surely ? Offline, r_speeds are limited only by your hardware....online, r_speeds are limited by the netplay programming of quake2. Even in the most recent games, proffessional mappers don't just 'do what they like' and say 'it's ok...it'll run good 2 years from now'....they have to stick to the rules at the time. And it don't matter how much you spend, or how many years pass....quake2 can still only do, what it's programmer told it to. Great map btw dude...can't believe it's your first q2 map.
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Post by Mart[1001] on Apr 18, 2007 20:42:29 GMT -5
Well I clicked on the thread to see if I am still the only person in the world thats uses 'Worldcraft 1.6'.
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Post by Mart[1001] on Dec 3, 2006 0:24:03 GMT -5
I've run a DM server for more than five years now and, while my maps are not very pretty...I've always concentrated on net play for obvious reasons. Although 'a players' system is so much more powerful than it was five years ago, we're still talking about a very old game as someone else in this thread mentioned. And so, although 'a players' cpu and connection will help...don't let this influence your r_speeds as 'a player' has now come to expect a certain quality from his game...and so to push r_speeds and result in 'more lag', will only convince a player that 'this map is crap'. The secret is, don't go over 1000, but more importantly, don't average anywhere near that. You could get away with 1000 r_speeds, but only in a small space that would then be connected by smaller area's of around 300 r_speeds max. If 'a player' is surrounded by r_speeds of 1000, his screen may become shakey just momentarily. But the moment another player enters the same area, the stress on his system will double. Both these clients have to talk to the server to explain that they're looking at each other while drawing polygons at their limit. Also, this brings me onto the entity count. Because large open area's attract all of the action, Mappers tend to fill in with lots of entities(ammo/armour etc)...which combined with the maximum r_speeds produced...will cause every bugger to suddenly miss each other and shout 'lagg'...quake2 has to account for every bullet, loaded or unloaded, in that area. Wow...I've gone on too long lads....remember, 'a perfect map, is only an area_portal away'.
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Post by Mart[1001] on Nov 7, 2006 20:38:06 GMT -5
Well...personally, I always zip all my contents into a baseq2 folder so that the user has to unzip to quake2...eg C:Quake2 and consider this the correct way as sometimes a map maybe for use with a mod and although will normally work from baseq2...is normally zipped to go into the mods folder. I know some mappers will just zip the map-textures-sounds together with the idea that you unzip into baseq2. So, if you've unzipped to baseq2 m8...there maybe a chance that you now have a baseq2 folder, inside your baseq2 directory...in which case just drag it to quake2 and click yes to overwrite. I always unzip things into C:unzipped myself m8 so you can see what's what...and then just drag them to the correct place. That is the best way m8 and will save you having problems later. Hope this helps.
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Post by Mart[1001] on Nov 4, 2006 13:49:04 GMT -5
The code for day/night is "simple", and works on all maps. so you type "simple" in console and the day/night takes effect? Lol @ Sabotuer [Q2C]
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Post by Mart[1001] on Nov 3, 2006 22:01:42 GMT -5
So does that mean that if you have a map with a 24 hour day/night cycle and lighting effects, some players will see dark while others see light? - Mike Would'nt have thought so cause that sounds like a 'mod specific' map and the day/night cycle would be controlled entirely by the server.
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Post by Mart[1001] on Oct 23, 2006 20:09:40 GMT -5
Thanks for the reply lads...you were right gr13v3 I decided to test it out. I compiled a beta version of my map with a slightly faster rotating sky to make things easier. I then ran it on my test server and joined. I waited until the sun in the skybox had rotated 90 degrees, I then connected a 2nd client to the server and found the sky to be at the default position(the start). I minimised and swapped between the two clients and yes, they were 90 degrees out of sync. I then made sure by disconnecting both clients and reconnected and of course, the sky was again at its start position. So we now know that the rotating sky is controlled by the client only and cannot cause lag other than on your own machine if it should be in such a poor enough state Thanks again lads.... Mart.
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Post by Mart[1001] on Oct 19, 2006 21:46:32 GMT -5
Hi lads....I'm thinking of using a rotating skybox in a map. Rotating at only .2 degrees per sec on the horizontal to try to simulate real cloud movement. I just wondered if anyone knows if this will cause lag when run on a server. Obviously there's no problem in a single player map but I'm not sure how it works online. For example, I would think that if you join a server with the map running...your client would start the skybox at the default position and then rotate it and thats the end of it. But I've got a sneaky suspision that the server actually has to talk to the client to update the position at every packet sent. I'm sure I read something years ago about this. Anyone help me ? Even if so...it should'nt cause much latency with todays hardware and it's not really much of a problem...it's just that I got thinking about it when I first thought of using the rotating box and would like to know the answer before I use it.
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