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Postby xaGe » Mon Aug 03, 2009 12:38 am

..The other sounds sound just fine... its whatever that horrible constant water splashing white noise that the rain makes that's killing me...



ijed wrote:use -sndspeed 44100 in your commandline setup - all the sound is high quality.
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Postby ceriux » Mon Aug 03, 2009 1:33 am

does it require DP or anything?
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Postby frag.machine » Mon Aug 03, 2009 2:04 am

Nope, I just played it using FitzQuake. BTW, good job, guys.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby ceriux » Mon Aug 03, 2009 2:29 am

what about glquake?
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Postby goldenboy » Mon Aug 03, 2009 5:38 am

frag.machine wrote:Nope, I just played it using FitzQuake. BTW, good job, guys.


Thanks, but "guys and girls", please.

;-)
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Postby ijed » Mon Aug 03, 2009 7:02 pm

Any engine with enhanced limitations will do - for the map.

It breaks entity limits in gl, but playing other maps (that don't) should work ok.
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Postby frag.machine » Mon Aug 03, 2009 11:54 pm

goldenboy wrote:
frag.machine wrote:Nope, I just played it using FitzQuake. BTW, good job, guys.


Thanks, but "guys and girls", please.

;-)


Yay! Sorry Supa, my bad. :P
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby ceriux » Tue Aug 04, 2009 5:05 am

CANT WAIT! for this to be finished! but yeah fix the rain thing goin on. it gets annoying after wards, the cut scenes are awesome , should be able to gib the bodies with the chain saw! haven't finished the demo yet but i cant wait to! great job so far!
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Postby leileilol » Tue Aug 04, 2009 8:21 am

ijed wrote:use -sndspeed 44100 in your commandline setup - all the sound is high quality.

High quality, including the new monster voices that I can NOT take seriously? I'm sorry - with the orgasmic, horny zombies, the sudafed-lacking scragg it has to be a joke right? Why are the guns off center? This looks bad particularily for the thunderbolt which always shoots from the center origin.

44khz sounds for the sake of 44khz sounds when the sound itself is bad isn't very efficient with the data rate and memory it uses - also trim and cut up a lot of the long 2mb+ sound effects. No one is going to notice the length of them. I'm shocked this is even 118mb big for what it is.
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Postby mh » Tue Aug 04, 2009 9:32 am

ijed wrote:Any engine with enhanced limitations will do - for the map.

It also needs .alpha support, doesn't it? I got some "illegible server message" errors under DirectQ - which has pretty much got infinite capacity in most places - so I'm guessing it's that.

Anyway, I ran it in FitzQuake and got some major slowdowns - almost slideshows - in certain areas. Not certain if that was on account of the machine I used, omitting the -sndspeed option (thereby causing a lot of sound resampling), or something relating to the mod itself, but it may be worth investigating. I'm going to hack DirectQ for .alpha support and see if there are any differences there (I've found in the past that certain maps or mods that run at a crawl under OpenGL can be quite fast under D3D - and vice-versa).

Otherwise it's a rather cool architectural overhaul of e3m1. I found however that I don't really like the offset weapons, but that's just my own taste I suppose.
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Postby Urre » Tue Aug 04, 2009 9:40 am

It's awesome
I was once a Quake modder
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Postby ijed » Tue Aug 04, 2009 12:06 pm

mh - what's your heapsize?

I forgot about .alpha, but apart from one instance where it helps to highlight a quad secret it's not actually needed to complete the map.

The sounds are getting alot of flak - we're aware of this and listening to the feedback. The rain sound blanketing the level is my fault though.

Thanks for the comments.
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Postby mh » Tue Aug 04, 2009 12:45 pm

ijed wrote:mh - what's your heapsize?

Just took the default for Fitz, I reckon you've put your finger on the trouble there man! :D DirectQ doesn't use -heapsize (infinite memory support) so I tend to forget... :oops:

The thing with .alpha though is that it requires a protocol change, so it should give "illegible server message" on any engine that doesn't support it.
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Postby ijed » Tue Aug 04, 2009 4:40 pm

Ah yeah - I normally run fitz085 which has its own protocol 666 which handles stuff on that side.

There tend to be a few protocols floating around - AguirRe has his for example, which allows Kascam cameras.

Those are on the to do list by the way. What they do is make an invisible client that follows the action of any real client in the server. Makes for very nice demos.
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Postby mh » Tue Aug 04, 2009 10:35 pm

OK, it's working under DirectQ now. Turns out that I had coded .alpha support server-side but hadn't quite finished it (i.e. it wasn't client-side, so while I was sending the bits and the alpha value from the server, I wasn't reading them at the client. Totally my bad :oops: )

Very smooth gameplay, very nice. I still stand by not liking the offset weapons too much, but the map quality and overall finish/etc are top-notch. Some of the WarpSpasm style comes through nicely (secret names), it was quite a shock to be circle-strafed by Grunts, movable crates caught me out (well done!), cutscenes were a nice surprise, and I wasn't too bothered by the rain noise, although the sprite used for it certainly needs some work.

One slightly annoying bug was that the number of enemies on the map (when pressing TAB) was always 0. I don't know if that was an engine bug or a progs bug though.

Otherwise, and considering it's an alpha release, I'm happy with what I see here. I'd really love to see this style carry over into a medieval map next.
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