Inside3D!
     

Quake Standards Base discussion
Goto page Previous  1, 2, 3, 4, 5, 6, 7
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> General Discussion
View previous topic :: View next topic  
Author Message
Downsider



Joined: 16 Sep 2008
Posts: 477

PostPosted: Tue Jul 20, 2010 9:57 pm    Post subject: Reply with quote

Modern/casual gameplay design on Inside3D? Blasphemy.
Back to top
View user's profile Send private message
gnounc



Joined: 06 Apr 2009
Posts: 120

PostPosted: Wed Jul 21, 2010 6:20 am    Post subject: Reply with quote

Modern/casual gameplay design on MY Inside3D?
More likely than you think.
Back to top
View user's profile Send private message
mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Wed Jul 21, 2010 8:12 am    Post subject: Reply with quote

Baker wrote:
Where do skybox textures actually go? I've seen 12 places with (gamedir)\gfx\env being the one I assume is the "standard".


I gave up and just searched the entire gamedir for textures, not giving a damn where they were located. I didn't know about 12 different skybox locations, but even 3 (/env, /gfx, /gfx/env) is too much. Add in the fact that a skybox may or may not have an _ between the name and the suffix and the amount of searching and comparison you need to do is stupid.

YES to the DP standard for texture names. Almost nobody else uses it, but without it you'll break if you ever try to load a replacement for s_light in even shareware Quake! Evil or Very Mad

(Just look in PAK0.PAK and see what I mean...)

Added:

Now that I think a little more about it, I would see external texture support as being optional. They belong in the same country as LIT files really, and they serve the same purpose - to replace content that a creator may have carefully crafted an intended look for with what might or might not be some bastardised version of it. (Even though some of them are very good indeed, they are not an essential feature for running a map.)

So I would vote for "optional but if you want to support them this is the way they should work".
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines
Back to top
View user's profile Send private message Visit poster's website
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Wed Jul 21, 2010 12:35 pm    Post subject: Reply with quote

mh wrote:

I gave up and just searched the entire gamedir for textures, not giving a damn where they were located. I didn't know about 12 different skybox locations, but even 3 (/env, /gfx, /gfx/env) is too much. Add in the fact that a skybox may or may not have an _ between the name and the suffix and the amount of searching and comparison you need to do is stupid.


Have you gave up about the custom config file at the mod root dir telling where to find this kind of stuff ?

mh wrote:
Now that I think a little more about it, I would see external texture support as being optional. They belong in the same country as LIT files really, and they serve the same purpose - to replace content that a creator may have carefully crafted an intended look for with what might or might not be some bastardised version of it. (Even though some of them are very good indeed, they are not an essential feature for running a map.)

So I would vote for "optional but if you want to support them this is the way they should work".


This "not essential" reasoning can be applied to a lot of stuff, not only .lit or external textures ("4096 units maps ought be enough to anyone" - Bill Gates Very Happy ). And since both features are nothing new, are quite common and fit into the "90/10" Baker concept, I'd vote as required - and, if everyone else agree, let's use the Darkplace path/naming convention.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Wed Jul 21, 2010 2:44 pm    Post subject: Reply with quote

frag.machine wrote:
Have you gave up about the custom config file at the mod root dir telling where to find this kind of stuff ?
More the case that I actually forgot about it!
frag.machine wrote:
This "not essential" reasoning can be applied to a lot of stuff, not only .lit or external textures ("4096 units maps ought be enough to anyone" - Bill Gates Very Happy ). And since both features are nothing new, are quite common and fit into the "90/10" Baker concept, I'd vote as required - and, if everyone else agree, let's use the Darkplace path/naming convention.

OK. I'm not particularly religious about support being mandatory or not, either way. So long as the standard is reasonably sensible that's the most important thing. Very Happy

I'd add my vote to the DP naming convention if it is mandatory however.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> General Discussion All times are GMT
Goto page Previous  1, 2, 3, 4, 5, 6, 7
Page 7 of 7

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group