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InsideQC Forums • View topic - Marksurfaces advice please

Marksurfaces advice please

Discuss the construction of maps and the tools to create maps for 3D games.

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Marksurfaces advice please

Postby ajay » Wed Sep 08, 2010 10:47 am

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Postby mh » Wed Sep 08, 2010 11:12 am

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Postby Spike » Wed Sep 08, 2010 11:51 am

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Postby ajay » Thu Sep 09, 2010 8:13 am

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Postby negke » Thu Sep 09, 2010 8:38 am

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Postby ceriux » Thu Sep 09, 2010 1:38 pm

i might have to agree with MH about the messages... yes. its nice to know for mappers. but with any developer i think you should do research on the engine to see things like "developer 1" not knowing about it isnt an excuse to me. also aj, i know you want a big map. but another thing to solve this problem is to link your maps almost as if they're 1 map. like how your walking through oblivion and you hit a certain part and it has to load.
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Postby Spike » Thu Sep 09, 2010 3:11 pm

Regarding the warning:
What's the point in supporting large maps if you're going to scare the user away (not just the mapper) every time they play such a map?

Regarding developer 1, some engines might generate a heck of a lot of spam which is really useless unless you're looking for a specific message. My own engine is guilty of this, and most engines will spam like crazy any time someone gets the ring of invisibility (due to too-high frame numbers). Expecting people to use it purely because they're making a map/mod is unreasonable.
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Postby mh » Thu Sep 09, 2010 3:29 pm

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Postby frag.machine » Thu Sep 09, 2010 3:41 pm

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 metlslime » Thu Sep 09, 2010 9:56 pm

word on the street is that excessive marksurfaces do not guaranteed a crash in standard engines. My theory is that the worldspawn marksurfaces are the only ones that matter, so as long as they are under 32k, you are fine. Of course the current fitzquake warns you about *total* marksurfaces.

As for the warnings being displayed when developer = 0; I was on the fence about this but decided there are enough clueless mappers that you'd better make sure they see the message even if they don't know about the "developer" cvar. But it's true that there is a potential to confuse players.
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Postby ceriux » Thu Sep 09, 2010 10:09 pm

once again i would have to say that the experience of the gamer is far more important than what ever the developer is doing. the developer can either just do what they're doing and find out later down the line and fix their problem or they can just not be lazy and research the engine they're using. As a gamer i seriously wouldnt want any kind of developer chatter up on my screen disrupting my gameplay.
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Postby mh » Thu Sep 09, 2010 10:31 pm

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Postby ceriux » Thu Sep 09, 2010 10:38 pm

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Postby mh » Fri Sep 10, 2010 12:23 am

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Postby ceriux » Fri Sep 10, 2010 12:44 am

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