Page 1 of 1

HorseShoe for Quake Live

Posted: Tue Aug 05, 2014 4:19 pm
by xiripiti
HorseShoe.jpg
Hi all
My map Pit_dm1 had serious problems that made me to take the resolution of rebuild it from zero.
This resolution stressed me a bit, so i decided to relax and make something fun and simple before i start again with Pit_dm1.
This HorseShoe is the result. I am sorry to show you the map already done, it would ne nice to read ur comments while doing it, but
it was no more than a relax exercise. Now i`m ready to restart modeling my Pit.

Re: HorseShoe for Quake Live

Posted: Wed Aug 06, 2014 12:18 am
by scythe
Looks interesting. Download link, perhaps?

Re: HorseShoe for Quake Live

Posted: Fri Sep 05, 2014 4:31 pm
by xiripiti
the final version of this map is almost done, soon the final pk3 will be here.

Re: HorseShoe for Quake Live

Posted: Sat Sep 13, 2014 3:50 pm
by xiripiti
:alert: Need help !!!
Cannot finish my Horseshoe map for Quake Live because:
As we know, Quake Live made deep changes last months.
So i decided delete all my pk3 files from Wolfcam/baseq3 and replace them by the new ones from the new Quake live/baseq3.
I know that pk3 files are now .zip, no need to decode/encode them.
Dont know if this is the reason, but gtkradiant dont "see" any Common shaders, all them are listed as "shader not found".
This happens only with Common shaders, all others are working.
I checked the Shaderlist.txt and all pak.pk3 files, dont see anything missing.
Any ideas?

Re: HorseShoe for Quake Live

Posted: Mon Sep 15, 2014 1:35 pm
by xiripiti
:alert: Anybody home??

Re: HorseShoe for Quake Live

Posted: Mon Sep 15, 2014 3:52 pm
by cityy
You probably also deleted the pk3 files that came with radiant. Reinstalling radiant or asking obsidian to link the pk3 with the common shaders would help.

Re: HorseShoe for Quake Live

Posted: Mon Sep 15, 2014 5:53 pm
by xiripiti
cityy wrote:You probably also deleted the pk3 files that came with radiant. Reinstalling radiant or asking obsidian to link the pk3 with the common shaders would help.
Ty Citty, I will reinstall Radiant

Re: HorseShoe for Quake Live

Posted: Wed Oct 22, 2014 7:26 pm
by xiripiti
hshoe.jpg
Hi, finally my horseshoe is ready. For the first time I made all the textures and shaders, using and modifying some existing scripts inside pak00.pk3 from QLive/baseq3.
Was a fun and educating job, specialy making the skybox. All my shaders and textures have a diferent name from the originals and anyone can find them inside the pk3 file. Just rename the .pk3 file to .zip and open it. No decoding needed.
This is a very simple map for duel and ffa/ca, max 6 players.
About this subject, what is necessary to do, to make this map only playable in duel/ffa/ca and limit the number of players to 6?
I would be much happy if someone answer this question and also say his opinion about the map.
https://www.dropbox.com/s/sgdvm6a9l0gg5 ... e.pk3?dl=0

Re: HorseShoe for Quake Live

Posted: Thu Oct 23, 2014 5:59 am
by CZghost
Hmm, looks great. Will try it out home soon as I get free time :)

Re: HorseShoe for Quake Live

Posted: Thu Oct 23, 2014 11:05 am
by xiripiti
hshoe_01.jpg
hshoe_02.jpg
These 2 pics show something weird with some textures - not all - when I play the map online in a QLive server.
On pic 01, if I am far enough, I see the textures with this skew deformation. When I get more close (pic 02) that skew disappears....
This happens with both simple textures and shaders. However, when I test the map with Wolfcam this do not happens.
Any ideas?

Re: HorseShoe for Quake Live

Posted: Thu Oct 23, 2014 4:53 pm
by CZghost
Well, there is some zebraing in the map, that should be fixed, but minor issue. Visualy the map is good, personaly I think that Quake Live is pretty overloaded with space maps. They are not so popular as custom maps that come with natural design (for example Realm of Steel Rats), so I think this wouldn't pass through id's controller SyncError. That's my own opinion, I do not represent other's opinion at all. Your design is really great, keep it going up. I'm looking forward your general release ;)

EDIT: This is general opinion for the release, as for the skew deformation, that do not appear in WolfCam: WolfCam is somewhat different engine than original QL, it is primarily used for converting demos to videos. As for the bug in online QL. First what I have to ask: How do you play your map online when there is no option to place custom maps downloaded from another site than QL (not verified pk3)? The second that I have on my mind: It might be some render bug that is engine related, ask on QL forums to get response.

Re: HorseShoe for Quake Live

Posted: Thu Oct 23, 2014 7:44 pm
by xiripiti
CZghost wrote: How do you play your map online when there is no option to place custom maps downloaded from another site than QL?
I play online on a QL server. Maybe the word "online " is a bit excessive, since it is only possible play vs bots, but on QL server anyway.

Re: HorseShoe for Quake Live

Posted: Fri Oct 24, 2014 2:31 pm
by CZghost
You mean QL client, not server actualy? You load the map by console and the engine causes the skew, right? I said, try to ask on QL forums, SyncError or who is responsible for developing engine and is on forums will reply you more in depth.

Re: HorseShoe for Quake Live

Posted: Sat Oct 25, 2014 11:04 am
by xiripiti
CZghost wrote:You mean QL client, not server actualy?
What I do is connect QL ,enter in practise mode, open a map - any map - and when I am ingame, open my map by console.
And the skew effect happens...I will try to get a answer in forums.
I want to thank you for ur comments, and say that my goal atm is not to make a map for id´s eyes, is just for fun and learning. I know how difficult is to make something good enough to get id`s attention.

Re: HorseShoe for Quake Live

Posted: Sat Oct 25, 2014 3:06 pm
by CZghost
Okay, zipping up my mouth now :)

Re: HorseShoe for Quake Live

Posted: Sun Oct 26, 2014 6:17 pm
by xiripiti
CZghost wrote:Okay, zipping up my mouth now :)
Plz dont, ur comments are allways wellcome :)