Author Topic: 256 Player Group Mapping Project  (Read 27526 times)

Offline Yendor

  • Full Member
  • ***
  • Posts: 119
    • View Profile
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #15 on: March 24, 2009, 02:31:21 PM »
Ahh, it saved the first, say 2KB of each source file, and replaced the rest with dots.......................................

I have plenty of backup copies, just need to find one that's reasonably current.

True about the JVM's too.  I just have this opinion of interpreted languages they they are like training wheels... when you become a grown-up, you compile!  This comes from learning BASIC on an Apple ][+, whose BASIC interpreter was (and still is) a great piece of work, given in ran on about 2K of ROM, at 800 KHz.  Ahh the old days...when Wolfenstein was 2D !
  • Insightful
    Informative
    Funny
    Nice Job / Good Work
    Rock On
    Flawless Logic
    Well-Reasoned Argument and/or Conclusion
    Demonstrates Exceptional Knowlege of the Game
    Appears Not to Comprehend Game Fundamentals
    Frag of the Week
    Frag Hall of Fame
    Jump of the Week
    Jump Hall of Fame
    Best Solution
    Wins The Internet
    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
    Flamebait
    Redundant
    Factually Challenged
    Preposterously Irrational Arguments
    Blindingly Obvious Logical Fallacies
    Absurd Misconstrual of Scientific Principles or Evidence
    Amazing Conspiracy Theory Bro
    Racist Ignoramus
I am the Master Blastermator!

Offline peewee_RotA

  • Brobdingnagian Member
  • ***
  • Posts: 4152
  • Hi, I'm from the gov'ment and I'm here to help you
    • View Profile
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #16 on: March 24, 2009, 03:45:20 PM »
I appreciate that Java is effectively platform independent. I've never had a good experience with the language, however.

It's a love hate relationship. Java loves to hate me...  :raincloud:


The most trouble that I had with 2008 is that any solution or project file made in 2008 is absolutely, positively, sure as Bill Gates has no soul, not backward compatible. One of my hobby's is to submit the definition of backward compatibility via a feedback from on microsoft.com any time that I run into problems like that.
  • Insightful
    Informative
    Funny
    Nice Job / Good Work
    Rock On
    Flawless Logic
    Well-Reasoned Argument and/or Conclusion
    Demonstrates Exceptional Knowlege of the Game
    Appears Not to Comprehend Game Fundamentals
    Frag of the Week
    Frag Hall of Fame
    Jump of the Week
    Jump Hall of Fame
    Best Solution
    Wins The Internet
    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
    Flamebait
    Redundant
    Factually Challenged
    Preposterously Irrational Arguments
    Blindingly Obvious Logical Fallacies
    Absurd Misconstrual of Scientific Principles or Evidence
    Amazing Conspiracy Theory Bro
    Racist Ignoramus
GOTO ROTAMODS (rocketgib)
GOTO ROTAMAPS (fireworks)
HappyFriar- q2server.fuzzylogicinc.com
 Tune in to the Tastycast!!!!  http://dna.zeliepa.net

Offline Yendor

  • Full Member
  • ***
  • Posts: 119
    • View Profile
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #17 on: March 24, 2009, 06:55:05 PM »
Hey all ~

Ben2 now has the means to disable the Lights and the Elevators.  I'm working on the usable size of the Map, allowing negative XYZ coords and such.   

My question:  Do any of you know off-hand, the limits of the X,Y, and Z coords in the game?  I want Ben to be able to max this out...something I've always wanted to do anyhow, and it looks like a rather important item for this project..

~Yendor
  • Insightful
    Informative
    Funny
    Nice Job / Good Work
    Rock On
    Flawless Logic
    Well-Reasoned Argument and/or Conclusion
    Demonstrates Exceptional Knowlege of the Game
    Appears Not to Comprehend Game Fundamentals
    Frag of the Week
    Frag Hall of Fame
    Jump of the Week
    Jump Hall of Fame
    Best Solution
    Wins The Internet
    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
    Flamebait
    Redundant
    Factually Challenged
    Preposterously Irrational Arguments
    Blindingly Obvious Logical Fallacies
    Absurd Misconstrual of Scientific Principles or Evidence
    Amazing Conspiracy Theory Bro
    Racist Ignoramus
I am the Master Blastermator!

Offline Jay Dolan

  • Swanky Member
  • *****
  • Posts: 644
    • View Profile
    • Quetoo.org
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #18 on: March 24, 2009, 09:38:47 PM »
True about the JVM's too.  I just have this opinion of interpreted languages they they are like training wheels... when you become a grown-up, you compile!  This comes from learning BASIC on an Apple ][+, whose BASIC interpreter was (and still is) a great piece of work, given in ran on about 2K of ROM, at 800 KHz.  Ahh the old days...when Wolfenstein was 2D !


Idiotic quote of the day.  If you're still doing all of your development in c/C++, you're way behind the curve.  Interpreted languages (especially dynamic ones) have so many advantages over "the old way" -- not the least of which is speed and cost of development.

Offline Jay Dolan

  • Swanky Member
  • *****
  • Posts: 644
    • View Profile
    • Quetoo.org
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #19 on: March 24, 2009, 09:47:50 PM »
Oh, and this map idea is a terrible waste of time, sorry :-/  It'd be much more practical and enjoyable to just aim for some good sized (16-64) Quake2 games at QuakeCon.  Last year we struggled to get 8 players together.  And if you ever could get 256 clients to connect, everyone would overflow while trying to spawn in.  Other protocol shortcomings and game module breakages would quickly crop up, too (corpses bug for starters).  And any map that could realistically contain 256 players will run up against hard engine limits like MAX_TEXINFO, MAX_SURF_EDGES, etc.  At the very least, the BSP compiler will likely puke or take literally 20 days to -vis the level.  Good luck moving that process along from designer to designer.

Anyway, I just wanted to call this out now -- maybe save some people some grief.

Offline UUD-40

  • Carpal Tunnel Member
  • ******
  • Posts: 1220
    • View Profile
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #20 on: March 24, 2009, 10:11:45 PM »
1v1 hide n' seek on a 256 player map sounds fun.  :bigshades:
  • Insightful
    Informative
    Funny
    Nice Job / Good Work
    Rock On
    Flawless Logic
    Well-Reasoned Argument and/or Conclusion
    Demonstrates Exceptional Knowlege of the Game
    Appears Not to Comprehend Game Fundamentals
    Frag of the Week
    Frag Hall of Fame
    Jump of the Week
    Jump Hall of Fame
    Best Solution
    Wins The Internet
    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
    Flamebait
    Redundant
    Factually Challenged
    Preposterously Irrational Arguments
    Blindingly Obvious Logical Fallacies
    Absurd Misconstrual of Scientific Principles or Evidence
    Amazing Conspiracy Theory Bro
    Racist Ignoramus

Offline Yendor

  • Full Member
  • ***
  • Posts: 119
    • View Profile
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #21 on: March 24, 2009, 11:22:08 PM »
 :offtopic: Ahh, I was waiting for the "that's the stupidest thing I've heard all day" response.  Golly, it took a 5 hours for it to happen.  Must be a slow day.  Anyhow, not to get into any kind of this way is better than that way argument, I just needed to vent after a day of stupid computer problems that always seem to come back to something that was abstracted that really didn't need to be.  Yes there's more utility in the computer world today, and yes I do realize that there are vast benefits to interpreted languages and abstraction from hardware, it seems the art of tight programming has been lost, much as the art of video games has been drowned out by pretty graphics.   Anyone still playing Quake 2 can attest to that :bigshades:  Hell I'll still play a mean game of Tempest when I get the chance (which these days, mainly comes as a result of abstracted interpreted computing).

</ :offtopic:>

As far as the 256-person map goes - yes there are likely going to be problems, both with the map itself and with playing it, but hey - it's a small effort for my part to contribute.   It may lead to something very cool - indeed, the entire open-source nature of Q2 is definitely leading to something cool - it certainly has kept an ancient game alive far beyond all expectations.  And if a very old program that I wrote in C++ 9 years ago can still get a little play, then I'm all for it !

(And I can destroy anyone here at Tempest, I assure you.)

« Last Edit: March 25, 2009, 12:11:41 AM by Yendor »
  • Insightful
    Informative
    Funny
    Nice Job / Good Work
    Rock On
    Flawless Logic
    Well-Reasoned Argument and/or Conclusion
    Demonstrates Exceptional Knowlege of the Game
    Appears Not to Comprehend Game Fundamentals
    Frag of the Week
    Frag Hall of Fame
    Jump of the Week
    Jump Hall of Fame
    Best Solution
    Wins The Internet
    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
    Flamebait
    Redundant
    Factually Challenged
    Preposterously Irrational Arguments
    Blindingly Obvious Logical Fallacies
    Absurd Misconstrual of Scientific Principles or Evidence
    Amazing Conspiracy Theory Bro
    Racist Ignoramus
I am the Master Blastermator!

Offline quadz

  • Loquaciously Multiloquent Member
  • ****
  • Posts: 5352
    • View Profile
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #22 on: March 24, 2009, 11:53:49 PM »


SUPERZAPPER RECHARGE



;)

  • Insightful
    Informative
    Funny
    Nice Job / Good Work
    Rock On
    Flawless Logic
    Well-Reasoned Argument and/or Conclusion
    Demonstrates Exceptional Knowlege of the Game
    Appears Not to Comprehend Game Fundamentals
    Frag of the Week
    Frag Hall of Fame
    Jump of the Week
    Jump Hall of Fame
    Best Solution
    Wins The Internet
    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
    Flamebait
    Redundant
    Factually Challenged
    Preposterously Irrational Arguments
    Blindingly Obvious Logical Fallacies
    Absurd Misconstrual of Scientific Principles or Evidence
    Amazing Conspiracy Theory Bro
    Racist Ignoramus
"He knew all the tricks, dramatic irony, metaphor, bathos, puns, parody, litotes and... satire. He was vicious."

Offline Yendor

  • Full Member
  • ***
  • Posts: 119
    • View Profile
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #23 on: March 25, 2009, 12:02:40 AM »
AVOID SPIKES

Damn I love that game... (Score > 180000 && Score= xxxx11) = Free 40 Credits!  Woo hoo!
  • Insightful
    Informative
    Funny
    Nice Job / Good Work
    Rock On
    Flawless Logic
    Well-Reasoned Argument and/or Conclusion
    Demonstrates Exceptional Knowlege of the Game
    Appears Not to Comprehend Game Fundamentals
    Frag of the Week
    Frag Hall of Fame
    Jump of the Week
    Jump Hall of Fame
    Best Solution
    Wins The Internet
    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
    Flamebait
    Redundant
    Factually Challenged
    Preposterously Irrational Arguments
    Blindingly Obvious Logical Fallacies
    Absurd Misconstrual of Scientific Principles or Evidence
    Amazing Conspiracy Theory Bro
    Racist Ignoramus
I am the Master Blastermator!

Offline Jay Dolan

  • Swanky Member
  • *****
  • Posts: 644
    • View Profile
    • Quetoo.org
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #24 on: March 25, 2009, 04:26:01 AM »
Oh, I'm not saying there's anything wrong with your .map generator.  I'm just saying, building and organizing a game for a 256 player level is a fools errand :>

Offline [BTF] Reflex

  • Loquaciously Multiloquent Member
  • ****
  • Posts: 5324
  • !
    • View Profile
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #25 on: March 25, 2009, 04:44:58 AM »
I figured things would need to be kept simple,   but it's impossible?

  • Insightful
    Informative
    Funny
    Nice Job / Good Work
    Rock On
    Flawless Logic
    Well-Reasoned Argument and/or Conclusion
    Demonstrates Exceptional Knowlege of the Game
    Appears Not to Comprehend Game Fundamentals
    Frag of the Week
    Frag Hall of Fame
    Jump of the Week
    Jump Hall of Fame
    Best Solution
    Wins The Internet
    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
    Flamebait
    Redundant
    Factually Challenged
    Preposterously Irrational Arguments
    Blindingly Obvious Logical Fallacies
    Absurd Misconstrual of Scientific Principles or Evidence
    Amazing Conspiracy Theory Bro
    Racist Ignoramus
Sometimes I think it’s a sin when I feel like I’m winnin’ when I’m losin’ again

Offline peewee_RotA

  • Brobdingnagian Member
  • ***
  • Posts: 4152
  • Hi, I'm from the gov'ment and I'm here to help you
    • View Profile
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #26 on: March 25, 2009, 07:04:46 AM »
everyone would overflow while trying to spawn in.  Other protocol shortcomings and game module breakages would quickly crop up, too (corpses bug for starters).  And any map that could realistically contain 256 players will run up against hard engine limits like MAX_TEXINFO, MAX_SURF_EDGES, etc.

I don't think that it's too far fetched to tackle these limitations during the development of the project. Something like a new client called quake256.exe. You still play Quake 4? Shah I'm up to Quake 256!

 :lolsign:

If we hit the size of a 64 player map and can't go any further due to any kind of limitations, then we'll have no choice but to make it the size of a 64 player map. The point IS to break the game... or get damn near close to it!
« Last Edit: March 25, 2009, 07:06:44 AM by peewee_RotA »
  • Insightful
    Informative
    Funny
    Nice Job / Good Work
    Rock On
    Flawless Logic
    Well-Reasoned Argument and/or Conclusion
    Demonstrates Exceptional Knowlege of the Game
    Appears Not to Comprehend Game Fundamentals
    Frag of the Week
    Frag Hall of Fame
    Jump of the Week
    Jump Hall of Fame
    Best Solution
    Wins The Internet
    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
    Flamebait
    Redundant
    Factually Challenged
    Preposterously Irrational Arguments
    Blindingly Obvious Logical Fallacies
    Absurd Misconstrual of Scientific Principles or Evidence
    Amazing Conspiracy Theory Bro
    Racist Ignoramus
GOTO ROTAMODS (rocketgib)
GOTO ROTAMAPS (fireworks)
HappyFriar- q2server.fuzzylogicinc.com
 Tune in to the Tastycast!!!!  http://dna.zeliepa.net

Offline Yendor

  • Full Member
  • ***
  • Posts: 119
    • View Profile
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #27 on: March 25, 2009, 08:42:28 AM »
Oh, I'm not saying there's anything wrong with your .map generator.  I'm just saying, building and organizing a game for a 256 player level is a fools errand :>

Ah, there's plenty wrong with the Map generator.  I'm no master programmer, but I can git 'er done.  The thing is rife with buggage, which I'm muddling through right now in fact.  No offense taken (it takes lots more than that to offend moi).

This project is definitely worth pursuing... screw the angels, I'm rushin' in!

If this turns into some form of first-person W'o'Warcraft, that'd be pretty cool.
  • Insightful
    Informative
    Funny
    Nice Job / Good Work
    Rock On
    Flawless Logic
    Well-Reasoned Argument and/or Conclusion
    Demonstrates Exceptional Knowlege of the Game
    Appears Not to Comprehend Game Fundamentals
    Frag of the Week
    Frag Hall of Fame
    Jump of the Week
    Jump Hall of Fame
    Best Solution
    Wins The Internet
    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
    Flamebait
    Redundant
    Factually Challenged
    Preposterously Irrational Arguments
    Blindingly Obvious Logical Fallacies
    Absurd Misconstrual of Scientific Principles or Evidence
    Amazing Conspiracy Theory Bro
    Racist Ignoramus
I am the Master Blastermator!

Offline Jay Dolan

  • Swanky Member
  • *****
  • Posts: 644
    • View Profile
    • Quetoo.org
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #28 on: March 25, 2009, 12:12:42 PM »
I don't think that it's too far fetched to tackle these limitations during the development of the project. Something like a new client called quake256.exe. You still play Quake 4? Shah I'm up to Quake 256!

 :lolsign:

If we hit the size of a 64 player map and can't go any further due to any kind of limitations, then we'll have no choice but to make it the size of a 64 player map. The point IS to break the game... or get damn near close to it!

So in addition to building a 256 player level, you're going to develop a client/server capable of delivering it?  But to that point, when you begin to require a specialized engine, you *have* broken the game -- mission accomplished, right?

Idk, like I said before.. I think everyone (mappers and players) would benefit from setting a more realistic goal, and building a reasonably sized / reasonably high quality level.  Just my $0.02.  Whatever you produce, I'll look forward to playing or at least observing, as I plan on attending QCon this year.

Offline Yendor

  • Full Member
  • ***
  • Posts: 119
    • View Profile
  • Rated:
Re: 256 Player Group Mapping Project
« Reply #29 on: March 25, 2009, 01:05:21 PM »
This is all worth it for one reason alone:  To find out just how many people I can kill with one Rail shot, before the game crashes :)

Would love to check out QCon.  I didn't have my system with me when I went last year, but enjoyed the scene nonetheless.
  • Insightful
    Informative
    Funny
    Nice Job / Good Work
    Rock On
    Flawless Logic
    Well-Reasoned Argument and/or Conclusion
    Demonstrates Exceptional Knowlege of the Game
    Appears Not to Comprehend Game Fundamentals
    Frag of the Week
    Frag Hall of Fame
    Jump of the Week
    Jump Hall of Fame
    Best Solution
    Wins The Internet
    Whoosh! You done missed the joke thar Cletus!
    Obvious Troll Is Obvious
    DO YOU EVEN LIFT?
    DEMO OR STFU
    Offtopic
    Flamebait
    Redundant
    Factually Challenged
    Preposterously Irrational Arguments
    Blindingly Obvious Logical Fallacies
    Absurd Misconstrual of Scientific Principles or Evidence
    Amazing Conspiracy Theory Bro
    Racist Ignoramus
I am the Master Blastermator!

 

El Box de Shoutamente

Last 10 Shouts:

Costigan_Q2

November 11, 2024, 06:41:06 AM
"Stay cozy folks.

Everything is gonna be fine."

There'll be no excuses for having TDS after January 20th, there'll be no excuses AT ALL!!!
 

|iR|Focalor

November 06, 2024, 03:28:50 AM
 

RailWolf

November 05, 2024, 03:13:44 PM
Nice :)

Tom Servo

November 04, 2024, 05:05:24 PM
The Joe Rogan Experience episode 223 that dropped a couple hours ago with Musk, they're talking about Quake lol.

Costigan_Q2

November 04, 2024, 03:37:55 PM
Stay cozy folks.

Everything is gonna be fine.
 

|iR|Focalor

October 31, 2024, 08:56:37 PM

Costigan_Q2

October 17, 2024, 06:31:53 PM
Not activated your account yet?

Activate it now! join in the fun!

Tom Servo

October 11, 2024, 03:35:36 PM
HAHAHAHAHAHA
 

|iR|Focalor

October 10, 2024, 12:19:41 PM
I don't worship the devil. Jesus is Lord, friend. He died for your sins. He will forgive you if you just ask.
 

rikwad

October 09, 2024, 07:57:21 PM
Sorry, I couldn't resist my inner asshole.

Show 50 latest
Welcome, Guest. Please login or register.
November 24, 2024, 02:48:42 PM

Login with username, password and session length