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  • I know you can use the radiants and quark with it. Here's a links I'm not trying to convince you, just letting you know it's out there.

    Map creation - Warsow Wiki

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    • I believe we've got some WorldCraft people. Can you use WorldCraft? If not it's not an option. Again it's the pragmatism thing. It may very well be a better format, but if it introduces breaking changes for the content creators then it's not up for consideration.

      Another important point is "what's the path of least resistance?" Modding Q1BSP to support our requirements just involves changing some unsigned shorts in the format to unsigned ints. What does adopting a completely different format involve? And which is most likely to get us results in a reaonable timescale?
      IT LIVES! http://directq.blogspot.com/

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      • A bit off topic MH, but what would you say is the easiest mapping tool to make Q1 maps, and which is the most efficient? I know QuArK is pretty easy and works well but if you don't have a VERY good computer (and I mean VERY good, this is going from my i7 computer with 6gb ram to a laptop with a dual core and 4gb ram and a gtx 270) It will chug on more complex maps (which has put me off a bit from working on my map).

        What would you say could handle the largest and most complex maps with the best performance?

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        • Originally posted by FC Zvyozdochka View Post
          Golden boy, I've seen new variant of "Gloom keep" that you've posted in your blog. Excellent as usual! =D
          Thanks.

          About mapping tools:

          I'm not MH, but I'll tell you what I use.

          My rig is a Pentium 4 HT with 1 gig of RAM and a Geforce 6 series card (because the machine only has an AGP slot, prohibiting the use of recent cheap graphics hardware).

          I map for Quake, Crysis and Doom3 on this machine. (!)

          In Radiant, I often use "Cubic clip the camera view"; this will render only the part of the map that's close to the camera. In Doom3, I actually have to use it, in Quake I switch it on and off depending on the view distance I need. Radiant allows you to set the farclip distance, IIRC.

          A dual core machine with some modern graphics hardware should have no problem at all rendering Quake maps.

          Compiling maps doesn't take that long for me, although I have had to ask friends with a quad core machine to run the Vis for me. The vis time can be greatly reduced with some tricks - e1m6rq almost killed Lardarse's quad core, but after turning all the details into func_walls it vised in only a few minutes(!).

          You do not need recent hardware to map for Quake.

          I can't afford a whiz-bang machine because I don't have much money (since I'm obviously dumb, untalented and lazy, as you can tell when looking at my maps). What I have works just fine for me though.
          Scout's Journey
          Rune of Earth Magic

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          • Well I don't know anything about mapping tools (not being a mapper) so I'll defer to those who do.
            IT LIVES! http://directq.blogspot.com/

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            • MH, thank you for the explanation. I don't agree with some of your arguments, but still I'm not the mapper at all (and I can't even try to become one due to the absence of time), so your choice is yours, and I wish good luck to all the RQ team!

              Golden boy, if you have not so powerful computer, you can send me some things to do (vispatches, for example). Both my computers (home PC and workstation) are based on intel i5, so I can compile or vispatch some stuff at home while being in the workplace - it takes about 1 hour to get to work and back, and my workday is 9 hours long (but sometimes I work for 10 or more hours), so it would be good if I give at least this for the project.

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              • Thank you for the offer, that's very generous.
                Scout's Journey
                Rune of Earth Magic

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                • It's not that hard to kill my quad-core, I think (Phenom II X4... I don't remember its speed). All you need to do is run stuff on all 4 cores for long enough. I much prefer to run heavy stuff on only 3 cores, that way I actually have a usable computer at the same time. Especially in the summer...
                  16:03:04 <gb> when I put in a sng, I think I might need nails
                  16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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                  • September update The Realm of Blog Magic
                    Scout's Journey
                    Rune of Earth Magic

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                    • ihab!

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                      • Originally posted by The Realm of Blog Magic
                        The limits have been raised to about double their old values...
                        Holy shit, I love you.

                        This is like a dream come true.
                        Last edited by Bloodshot; 09-16-2011, 08:12 PM.

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                        • ...but be aware that the BSP format is no longer compatible. There's some engine work needed for to load it; a small amount (20 minutes or so) of engine work, but engine work nonetheless.
                          IT LIVES! http://directq.blogspot.com/

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                          • But will DirectQ support it?

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                            • It will at some point in time, but the RMQ engine gets priority for RMQ features. Plus the format needs to be more fully tested, stabilised, and possibly have additional stuff that the current version may be lacking in added (there's nothing springs to mind but who knows what further testing will throw up?)

                              I've been burned before by adding pre-release RMQ features to DirectQ and I'm not going to let that happen again.
                              IT LIVES! http://directq.blogspot.com/

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                              • In other words, RMQ is a madhouse, and anything that comes out of it should be given a cooldown phase before it's adopted.

                                GL GL GL
                                Scout's Journey
                                Rune of Earth Magic

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