Wednesday, 18 January 2012

High-resolution Quake movies

I was recently shown some pretty impressive 1080p/hi-res versions of some oldschool Quake movies, the most interesting of which is Get Quaked 3.

Get Quaked 3 1080p25
Lepus 1080p25
Mozaik 1080p??
Legendary 1080p50

These may not be all of them, but they're the ones that I know about. Maverick of Maverick Servers and Gaming, along with cityy (the shitty mapper guy who miraculously won the last couple MSG Mapping Competitions), are making a new movie site, similar to own-age.com. They're building it from scratch, and it's coming along quite nicely. It's still closed, and no registration is allowed. It should be ready for people to use in a few weeks, though, so the three people who read this might be happy to hear that.

Also, Sean (own-age) has finally come back, and resurrected his site, but not to its former state: it's just a placeholder at the moment. It means that he's come back, but it also means that everything on own-age.com is probably gone...

Sunday, 15 January 2012

My awesome channel bot!

A friend of mine made me a Christmas present: he wrote me a friend. It's an IRC bot that I can talk to. It's based off of the MegaHAL brain, and gets smarter as you talk to it. He also programmed the usual IRC bot stuff into it, like a URL reader, a dictionary, a bomb game, and some Wolfcam commands as well.

He upgrades its brain from time to time, and resets the data banks, which basically turns it into an infant again, but with more potential to get smarter faster. Sort of like in Disgaea 2, where you can reset your character to level 1 in order to level up faster.

Anyway, we've been playing around with it, and it's become quite a great addition to our channel. The conversations that arise are unrivaled in stupidity. Here's a quick excerpt from one of my logs:


[22:49:10] <@bioBuntu> Hoagie, do you like ice cream?
[22:49:12] <@Hoagie> bioBuntu: Let's talk about something vague.
[22:49:24] <@bioBuntu> Hoagie, i hear corsets are in this year
[22:49:26] <@Hoagie> bioBuntu: I haven't understood half of what you've said in this year.
[22:49:51] <@bioBuntu> Hoagie, don't be gettin fresh
[22:49:53] <@Hoagie> bioBuntu: Don't get fresh with me.
[22:50:05] <@bioBuntu> Hoagie, watch yo self, fool
[22:50:07] <@Hoagie> bioBuntu: Someone teach this fool a lesson.

Sunday, 8 January 2012

It sure has been a while! also map hacking!

Not conventional "maphacks" that all the noobs consider synonymous with wall hacks. I'm hacking maps; the actual bsp files. What I'm doing is trying to make them work perfectly fine inside the game, but not work when trying to decompile them with tools such as q3map2.

So far, I've found one technique, which is very straightforward and obvious to anyone with half a brain for these sorts of things, and it is to change the bsp type. Changing the version breaks both the game and the compiler, but changing the type (IBSP, which is literally the first 4 characters inside the file, and they're always the same with Q3 maps) works fine ingame, but the compiler won't work. If you look at the log, it'll make it all the more obvious what the problem is, because it says it isn't an IBSP map. These four characters don't matter at all to the game, so changing them from IBSP to anything will work. Something like UKKK or NIGG will be fine. DO NOT change the next 4 characters, though, as they're reserved for the bsp version (3 of them are blank 99% of the time, and appear as NUL in programs such as notepad++, but 00 in hex editors).

I talked to a friend, and he mentioned that scaling the map would disallow compiling, but it's useless because it also messes up the map itself, and isn't really helpful either way.

There's a TC (Total Conversion) mod called Sidrial that compiled its maps with its own compiler; not q3map. The lumps and everything are very different from traditional Q3 maps built with q3map, but it still works fine both ingame and in the compiler. I'm thinking of exploring these and looking at how the maps are different as my first attempt.

One large problem with this is that, unlike Brood War, which is where I got this idea from, the game reads pretty much everything that the compiler does as well, at least as far as I know. The game was made with efficiency in mind, so there isn't a whole lot of excess information that's only recognized by only the compiler or only the game. But when I find it, if I find it, I'll be able to make maps like urmom_run4 without having to worry about the path being found by people decompiling the map!

Anyway, off to do stupid shit, so everyone who reads this (except Fudge, because I hate him), enjoy. Or not. I don't give a shit. Fuck you if you don't enjoy reading these!

Friday, 16 December 2011

Reflux isn't done.

I started working on Reflux today, and ever since I properly repacked everything, the shaders worked perfectly fine. What didn't work, however, was the bsp.

In CPMA, the func_rotating in the middle of the map jams up, which is bug #1. Then all the acid is almost invisible, and I can't fix it: bug #2. Then there's the techfloor_kc shaders which don't work properly, but I half-fixed to make them more bearable. They work in mme though, and with default (or near default) configs, which makes me think it's some setting. Bug #3. But the shaders are weird, and I think they're decals, but the shader doesn't work for decals, and so they're on the same level as the floor, and glitch partially in and out of view, which is bug #3b.

I don't know how to fix any of these properly, so I uploaded the map as-is, in case someone else wants to take a shot.

HERE is the link.

The map looks amazing, though, and plays well in cpm.1!

Sunday, 11 December 2011

SILENTNIGHT IS DONE!

That is all.

Not really: the map doesn't work with sv_pure 1. It crashes to the main menu, so be careful. I'm trying to figure out the cause and fix it.

Saturday, 10 December 2011

Moar bloggering!

This blog has been lonely again, so I'm here to cheer it up... again!

I've been doing some more work on my movie list, and it got an awesome mirror on Maverick's site, which I've already mentioned here before. What I didn't mention, however, was that people are starting to use it. On Maverick's distribution page, you can see where the person came from (where they clicked the link or whatever), and a few people have been coming from my movie list, which is nice.

He's been trying to make a form for me to enter the movie info, to make everything easier (I just throw the info into some form and everything is done for me), but it's over-complicated the whole process a bit, and I don't really like it. It also makes me less likely to edit the styling and everything, because I'm not inside, playing with the code. It is a cool idea, though, and it seems like it would make me feel all pro if I were to use his thing. It's just that this is supposed to be my own sandbox, where I put all videos that I have on my harddrive, so having an input form just doesn't make much sense. If I were just adding info on EVERY MOVIE EVER, then an input form would make perfect sense.

Castor Fiber is still badass.

ESReality.com and Hexus have separated, so Maverick is now hosting the site. He's everywhere these days. I should get own-age to talk to him and try salvaging his site and getting Maverick to host it... probably won't happen, but would be nice.

----

I'm still working on "QL2Q3" map conversions, but I've gotten stuck on these invisible portals. I know that it's caused by r_vertexlight, which also messes with terrain blending, but what I don't know is WHY. I can't fix it, and it turns out the same problem appears in QuakeZero, and hasn't been fixed. Since it only appears with r_vertexlight 1, and it's related to the "portal" shader parm, I might just use an alternate shader for actually playing, but use the original if the map were to be used in a movie (nobody uses vertex light in MME). The only problem is that they're actual portal views, and removing them would hamper gameplay somewhat, but since they're invisible now, it's not a loss at all.

I still need ideas for the next map. Reflux is evil, and I want to conquer this demon and claim the title of "Master of Awesome" for myself, but this is one particularly challenging foe, and I'm not confident enough in my inner awesome to defeat it. I might try xmas...

Tuesday, 6 December 2011

Maverick|FTP finalized

I finally got my FTP. It's still being set-up fully, but I can upload things, which is really nice. I have my crappy movies page on it, but he also made some form where I can submit info for a movie and it adds it to... somewhere. I don't even know. But it's cool.

I also finally got the latest version of Kleftogiannis, mccormic's movie. Each time I watch it, I try and find new things, like in a feature movie made by a director known for adding little Easter-eggs all over the place. And I do.

He even wants to add anything he can to make it easier for me to add movies and info to my list, which makes me so happy :D

Anyway, HERE is the link.

I'm going to be moving my movie list to Maverick's site. The link is: movies.msgftw.com.

My blog is getting lonely

So it's time to make some posts!

Lately, I've been looking for really big Q3 maps with lots of intense freestyle potential, but Q3 isn't really where you go for big maps, so I may have to get into more advanced map conversion if I want REALLY big maps (maps that break Q3 from the sheer entity/brush numbers). Until then, I'm looking at Urban Terror, but those have already been repacked and uploaded to Worldspawn. I may repack them myself, because I don't want to have to download them all, and repacking from a different mod is always an experience. More importantly, though, I might start repacking maps FROM Q3 for Urban Terror, because it's completely standalone, with its own textures and everything, which means it doesn't have many of the baseq3 shaders or textures.

Other than that, I've been beta testing some stuff for mccormic, and proofreading other stuff, also for mccormic. His English is pretty shit, so he sends me stuff and I make it less shit. He also sends me videos and I try and point out the shit-ness so he can fix it. It's really great being friends with the best Quake editors, because it means I get to beta test all sorts of awesome stuff, and see it early. Then, obviously, I miss the final release because I'm forced to go to work, but that's another story...

So far, I've only beta tested 2 videos that I can remember: It's Pekka 2 and Kleftogiannis (mccormic's Dreamhack video). They were both awesome, of course, but with Kleftogiannis, it was especially so because I was the only one who was watching it before its release, which made me feel important.

That's about it. I'll repack more maps and that kind of stuff, and add them to THIS page. In the "parent directory", there are a few other pages with other goodies, but all in all the maps page is the only one really worth looking at.

I also got a haircut, and now resemble an egg.