Author Topic: Source Code  (Read 6389 times)

Razor

  • VM-68
  • Posts: 100
Source Code
« on: May 01, 2002, 12:08:30 PM »
Now that the Quake 2 source code is out, the graphics on the maps are able to look a lot better.  

And some of the maps are being converted over.  Converting a map to the new textures...what does that take?  Does the map have to be re-created in order for this to happen?  Or just recompiled?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Source Code
« Reply #1 on: May 02, 2002, 04:09:07 AM »
You don't have to do anything.  Quake2 just uses whatever textures you tell it to. :P

Razor

  • VM-68
  • Posts: 100
Re: Source Code
« Reply #2 on: May 02, 2002, 09:02:20 AM »
So that is something that will be in the new release then?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Source Code
« Reply #3 on: May 08, 2002, 03:50:07 PM »
right... 24bit textures and such.

Assassin

  • PGP
  • Posts: 5
Re: Source Code
« Reply #4 on: May 15, 2002, 07:38:29 PM »
I'm still trying to convience Jitspoe to make the new 24 bit release so it is NOT!!! backward compatible with the old maps.  I'm just cranky because maps like crates... is a waste of space  :(

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Source Code
« Reply #5 on: May 15, 2002, 09:26:27 PM »
hmmm... well, there's always the 'ol if(!strcmp(mapname,"crates")){gi.dprintf("invalid map\n");return;} trick ;)

I have to agree tho... maybe I should make an "allowbadmaps" cvar or something ;)  Make a list of all the bad maps and .. or maybe a list of approved maps, and make some kind of committee that approves them, hmmmm.... That could work....
« Last Edit: May 15, 2002, 09:28:55 PM by jitspoe »

Cookie

  • VM-68
  • Posts: 172
Re: Source Code
« Reply #6 on: May 18, 2002, 04:00:35 PM »
not to defend bad maps but....

a bad map for one is a best map for some..... (like that old saying...)

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Source Code
« Reply #7 on: May 19, 2002, 04:31:58 PM »
mmm.... some maps are just bad :)

Assassin

  • PGP
  • Posts: 5
Re: Source Code
« Reply #8 on: May 21, 2002, 11:33:15 AM »
Another option would be to force people to fix the maps before they hit the server, Crates for example (sorry i'm picking on your fryth) The paint should not spawn below the hopper.  you have 3 people per team on that map and it becomes a 50/50 chance you get paint.   Even a second door way in the side wall leading towards the middle would help the map greatly.  If that was added the The camping around the corners wouldn't be near as bad.  

Trying to find a happy middle somewhere!  >:(

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Source Code
« Reply #9 on: May 21, 2002, 12:41:53 PM »
I hax0red crates so you only have trracers :D

Cookie

  • VM-68
  • Posts: 172
Re: Source Code
« Reply #10 on: June 13, 2002, 05:44:29 PM »
make it a PGP only map, with a tracer to replace the cocker :) then u have a better map

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Source Code
« Reply #11 on: June 14, 2002, 01:18:46 PM »
I left the cocker... but there's no co2 so it'll be difficult to use.  ;D

cyko

  • PGP
  • Posts: 16
Re: Source Code
« Reply #12 on: July 03, 2002, 06:33:49 AM »
just get rid of all 3rd party maps, all maps must go through captured.com/digitalpaint to be released.