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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Thu Jan 27, 2005 7:38 pm Post subject: |
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possibly, i hadnt really thought of it
but if you did like HL2 does with its opening menu, make the map just the area you see, and not the whole damn thing so as to save on load times... though it does look good |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Tei

Joined: 25 Oct 2004 Posts: 195
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Posted: Thu Jan 27, 2005 10:39 pm Post subject: |
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scar3crow wrote: | possibly, i hadnt really thought of it
but if you did like HL2 does with its opening menu, make the map just the area you see, and not the whole damn thing so as to save on load times... though it does look good |
Maybe can be posible to run the engine trough a "collect any stuff you need to render on a static array", the run this array trough a do{}while()
...but that can be terrible boring to code.
Much better the idea to load a custom minimap has a 3d background. |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Fri Jan 28, 2005 1:48 am Post subject: |
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A titlemap cvar for Darkplaces would do great. The cvar would be altered by map's triggers probably for the appropriate map, and the cvar would be saved in the config, and it would be, well, the name of the map you wish to start in during "disconnect" menu startup. Notarget could automatically be enabled in the titlemap. With some clevar QC moving cameras and such, you could create Unreal-style flybys!
Zdoom just got TITLEMAP support too _________________
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Fri Jan 28, 2005 5:06 pm Post subject: |
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I really like that idea. It could actually be done with QC as well. You could use FRIK_FILE to simplify things and make it work on any map.
autoexec.cfg execs titlemap.cfg (which gets written by FRIK_FILE each time a map loads as the player is playing the game), which contains the name of the last map played. This map is immediately loaded with these lines:
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temp1 1
map gmsp1
temp1 0
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When this map loads, because temp1 is 1, it knows to treat it as a titlemap, so it searches for an info_intermission. That failing, it searches for any info_player_start, and then just watches monsters move around or what not. The player's takedamage and movetype will be such that monsters won't see him (he won't even have flags & FL_CLIENT).
By this time, the console has executed the "temp1 0" command, so when the player decides to load a save, start a new game, or load a map, it won't start as a titlemap.
The only problem is when the player runs Quake with +map... that could cause problems. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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