Page 9 of 10

Re: Custom maps for Q3A, looking for betatesters

Posted: Sun Dec 24, 2023 5:28 pm
by Holsten
A little update:
moi send more great maps to Mechanic.
After some testing we currently have 33 new maps in the rotation.
Only server that support the custom map pack show up on the masterserver list when going online with it.
Mechanic will try to fix some missing textures for teleportes, jump pads and skys.
Mechanic got some trouble with creating a CDI but we got several very competent people who offered to help out with that.

Re: Custom maps for Q3A, looking for betatesters

Posted: Sun Dec 24, 2023 7:49 pm
by Mechanic
All i have to say is wow !! This is a great dcmap lineup comin. The limits of the dc is being tested for sure

Re: Custom maps for Q3A, looking for betatesters

Posted: Mon Dec 25, 2023 6:04 am
by moi
can't wait to see it in four players action on the real hardware.
q3a is by far the best optimized pc port on the console. those more demanding maps often required 500mhz cpus and gpus with more than 16mb vram.

Re: Custom maps for Q3A, looking for betatesters

Posted: Mon Dec 25, 2023 7:32 am
by Mechanic
moi wrote:can't wait to see it in four players action on the real hardware.
q3a is by far the best optimized pc port on the console. those more demanding maps often required 500mhz cpus and gpus with more than 16mb vram.
I was able to leave a couple big maps you made in there. They are playable but could utilize a bigger processor

Re: Custom maps for Q3A, looking for betatesters

Posted: Mon Dec 25, 2023 12:43 pm
by moi
To be clear: I didn't make those maps. I only made pc maps from lvlworld compatible with dc port of q3a.

Re: Custom maps for Q3A, looking for betatesters

Posted: Mon Dec 25, 2023 1:24 pm
by Holsten
Well if you get milk from a farm and use it to make butter, then you are the one who created butter and not the farmer. :lol:

Re: Custom maps for Q3A, looking for betatesters

Posted: Sun Dec 31, 2023 5:22 am
by Holsten
Current update:
Mechanic managed to fix more missing textures to the point were 2 maps have become too much to handle for the dreamcast. That means that most missing textures in the final version will be there on purpose to ensure a playable performance.
ShindouGo created a cdi version for testing which worked on a gdemu but glitched out with colour problems after around 5-10 minutes on a burned disc everytime, tested on 5 different disc using dreamcast´s PAL and NTSC.

Re: Custom maps for Q3A, looking for betatesters

Posted: Sun Dec 31, 2023 6:26 am
by moi
Holsten wrote:Current update:
Mechanic managed to fix more missing textures to the point were 2 maps have become too much to handle for the dreamcast. That means that most missing textures in the final version will be there on purpose to ensure a playable performance.
ShindouGo created a cdi version for testing which worked on a gdemu but glitched out with colour problems after around 5-10 minutes on a burned disc everytime, tested on 5 different disc using dreamcast´s PAL and NTSC.
That's a known bug in the ReviveDC release of the game. They were trying to hardcode an updated master server IP address into the game's main binary and caused that glitch in process. Using the BIN from older CDI release should get rid of that bug.

Re: Custom maps for Q3A, looking for betatesters

Posted: Sun Dec 31, 2023 7:25 am
by Mechanic
moi wrote:
Holsten wrote:Current update:
Mechanic managed to fix more missing textures to the point were 2 maps have become too much to handle for the dreamcast. That means that most missing textures in the final version will be there on purpose to ensure a playable performance.
ShindouGo created a cdi version for testing which worked on a gdemu but glitched out with colour problems after around 5-10 minutes on a burned disc everytime, tested on 5 different disc using dreamcast´s PAL and NTSC.
That's a known bug in the ReviveDC release of the game. They were trying to hardcode an updated master server IP address into the game's main binary and caused that glitch in process. Using the BIN from older CDI release should get rid of that bug.
So i can extract a known good cdi q3_usa bin edit it and send it to shin to replace the existing glitched q3_usa bin?

Re: Custom maps for Q3A, looking for betatesters

Posted: Sun Dec 31, 2023 7:55 am
by moi
Mechanic wrote:
moi wrote:
Holsten wrote:Current update:
Mechanic managed to fix more missing textures to the point were 2 maps have become too much to handle for the dreamcast. That means that most missing textures in the final version will be there on purpose to ensure a playable performance.
ShindouGo created a cdi version for testing which worked on a gdemu but glitched out with colour problems after around 5-10 minutes on a burned disc everytime, tested on 5 different disc using dreamcast´s PAL and NTSC.
That's a known bug in the ReviveDC release of the game. They were trying to hardcode an updated master server IP address into the game's main binary and caused that glitch in process. Using the BIN from older CDI release should get rid of that bug.
So i can extract a known good cdi q3_usa bin edit it and send it to shin to replace the existing glitched q3_usa bin?
Yes. That's what I did back then after @Impulse had discovered that bug.