Digital Paint Discussion Board

Development => Bugs, Feature Requests, and Feedback => Topic started by: Wolf Man on August 27, 2006, 03:08:32 PM

Title: BSP suggestion
Post by: Wolf Man on August 27, 2006, 03:08:32 PM
Jitspoe should edit the BSP editor a bit, he should make it so when objects spawn on doors, conveyors, trains, or anything else that moves, htat they should be pushed by them, the same with when they spawn on those things that catapult you. he should do this so you can make it so they can travel on conveyors and other platforms. He should als make it so models are affected by gravity and other entities like i mentoined above. You could really cool maps if those things are added to the BSP. People have been mentioning for Jits to do this in other topics in mapping and stuff.
Title: Re: BSP suggestion
Post by: Smokey on August 27, 2006, 03:21:40 PM
that wouldent be editing the editor, thats editing the map format.
Title: Re: BSP suggestion
Post by: Wolf Man on August 27, 2006, 03:22:45 PM
no, it would be editing the map entities, not the layout!
Title: Re: BSP suggestion
Post by: KnacK on August 27, 2006, 05:00:10 PM
no, it would be editing the map entities, not the layout!

right...... but that's still not editting bsp...
Title: Re: BSP suggestion
Post by: TinMan on August 27, 2006, 05:12:52 PM
Yeah...Knack and Smokey have got it 100% understood, Wolf Man, think about it a bit, it would be editing the map format, not the program used to make the map (BSP).
Title: Re: BSP suggestion
Post by: Wolf Man on August 28, 2006, 07:30:06 PM
You would have to change both because in the editor, it doesnt allow you to make guns, ammo, barrels, ect. or models, move unless theyre dropped by the player
Title: Re: BSP suggestion
Post by: TinMan on August 28, 2006, 07:34:12 PM
...is it just me, or did a post by Eiii just dissapear, and then a little convo about cows...?
And no Wolf Man, you would place the entetie on the moving platform and it would move with it, that would just be the map format.
Title: Re: BSP suggestion
Post by: Wolf Man on August 28, 2006, 07:49:24 PM
...is it just me, or did a post by Eiii just dissapear, and then a little convo about cows...?
And no Wolf Man, you would place the entetie on the moving platform and it would move with it, that would just be the map format.
No it wont, ive been trying to do that but it wont work! check out the post by soggywaffles in the mapping section, hes having the same issues!!!!
Title: Re: BSP suggestion
Post by: Cobo on August 28, 2006, 08:04:15 PM
God your stupid.
Title: Re: BSP suggestion
Post by: Wolf Man on August 28, 2006, 08:05:13 PM
entities that you collect dont move when spawned, they just stand still


your a pain in the a$$ anyway cobo
Title: Re: BSP suggestion
Post by: TinMan on August 28, 2006, 08:11:23 PM
...Wolf Man...the way this would be implemented would be to modify the map format so that placing items on moving areas made them move too, no duh it doesn't work now, the map format would have to be modified to make the items move. BSP wouldn't need to be modified at all.
Title: Re: BSP suggestion
Post by: Wolf Man on August 28, 2006, 08:12:18 PM
wutevuh, then just modify it all when the next build comes out
Title: Re: BSP suggestion
Post by: TinMan on August 28, 2006, 08:15:35 PM
If there is ever going to be a new map format, it will hopefully be Q2/Q3. And I'm pretty sure that this is supported in the Q3 format.
Title: Re: BSP suggestion
Post by: Wolf Man on August 28, 2006, 08:17:12 PM
Yopu make the levels on a quake editor so it probably is
Title: Re: BSP suggestion
Post by: TinMan on August 28, 2006, 08:19:17 PM
What do you mean by that? Radiant? You can make dpball maps using Radiant in Q2 mode.
Title: Re: BSP suggestion
Post by: Wolf Man on August 28, 2006, 08:27:21 PM
I meant since both quake and pb use the same editor that they would both be compatible
Title: Re: BSP suggestion
Post by: TinMan on August 28, 2006, 08:32:53 PM
dpball = quake2 mod (standalone with modified engine), uses the quake2 map format. if its do-able in quake2, you can most likely do it in dpball unless for if jitspoe has removed the feature (like the lazers), and dpball doesn't have Quake 3 map format compatability, but I'd really like to see it just so that more complex maps could be rendered better.
Title: Re: BSP suggestion
Post by: Wolf Man on August 28, 2006, 08:37:59 PM
or make it that biger maps take up less memory, like if the textures or some of the level isnt showing, then the comp doesnt have to overload on graphics it doesnt even see so it wouldnt slow down the game
Title: Re: BSP suggestion
Post by: Eiii on August 28, 2006, 10:31:30 PM
or make it that biger maps take up less memory, like if the textures or some of the level isnt showing, then the comp doesnt have to overload on graphics it doesnt even see so it wouldnt slow down the game

It's a breakthrough in rendering technology! You're a genius.

dpball = quake2 mod (standalone with modified engine), uses the quake2 map format. if its do-able in quake2, you can most likely do it in dpball unless for if jitspoe has removed the feature (like the lazers), and dpball doesn't have Quake 3 map format compatability, but I'd really like to see it just so that more complex maps could be rendered better.
It sounds more like you're talking about the quake3 engine than map format. Map format is just how it stores the map's data, the engine renders it.
Title: Re: BSP suggestion
Post by: TinMan on August 28, 2006, 10:54:42 PM
Eh, well wouldn't it require the engine to be improved to render the map as well?
Title: Re: BSP suggestion
Post by: Eiii on August 29, 2006, 12:00:11 AM
Yes. But then it woudln't matter what map format you used, I believe.
Title: Re: BSP suggestion
Post by: Wolf Man on August 29, 2006, 06:23:16 PM
Okay we all understand now that Quake and pb wouldnt work with one another
Title: Re: BSP suggestion
Post by: TinMan on August 29, 2006, 06:29:59 PM
...pb IS quake2...you can play with a copy of QuakeII, running dpball as a mod, but its very ugly, and most servers won't let you on because it reports the client as b0, and the current build is b16
Title: Re: BSP suggestion
Post by: Wolf Man on August 31, 2006, 05:18:48 PM
So then it just wouldnt be worth it
Title: Re: BSP suggestion
Post by: TinMan on August 31, 2006, 05:21:53 PM
The point of that was to get you to realize that dpball IS Quake II based, its modified a lot, but can be compatable with anything that was done in Quake II other than the lazers which were removed.
Title: Re: BSP suggestion
Post by: Wolf Man on September 01, 2006, 08:24:11 PM
Yes i knew that, I said that using a quake map for pb, or the other way around, would look crappy, like YOU said, and wouldnt even be worth it