Version 1.03 Changelist
#406 posted by
ijed on 2016/02/24 12:41:05
Fixed Bugs:
HOMS through walkways at odd angles
Zfighting inside door frames
Unmarked / broken secrets
Crash on easy skill
Items falling out of level
New Stuff:
Added coop starts (untested)
Added dirtmapping
Added brushes to better divide the visleafs (performance)
Added some dynamic helper signs to aid navigation
Various miscellaneous tweaks and gameplay fixes
Thanks for the file inclusion Jakub - I'm kind of surprised it runs at all in DP, just for the custom gameplay Qc - mainly the ammo boxes.
dirtmapping tends to lower the overall brightness of the map quite a lot...
I Tried To Make
#408 posted by
ijed on 2016/02/24 14:01:34
The corners more shadowed but not affect the gameplay areas.
Some secrets are a bit darker now.
Darkplaces Compatility
#410 posted by jakub on 2016/02/24 14:34:50
i tested the whole pack and even monster level like telefragged works fine in darkplaces. i encountered noticeble fps slowdown only in the incenerator area. other parts of the level were ok.
-
there was only one bug i found. in telefragged, there is a secret quaddamage behind the glass door that can be opened by shooting the button on the floor through the crack in the nearby window pane. the button is inaccesible behind the glass under the crate at first and when the crate explodes the explosion cracks the glass so that you can shoot the red button on the floor. the crate explodes and cracks the glass, but the button doesn't work. it worked in the original version, but doesn't work in the updated version released a few weeks ago. i haven't tried the new version yet.
Oops.. Typo
#411 posted by jakub on 2016/02/24 14:37:49
incenerator = incinerator :-)
Screens
#412 posted by
ijed on 2016/02/24 14:47:08
Will take some today.
As to that secret - I tested it last night and it was fine, but in Quakespasm.
Bug
#413 posted by jakub on 2016/02/24 14:51:47
i'll try it again with the new version when i get home. the button is already in the "pushed" state when the glass cracks so that you can't shoot it again.
Is The Crosshair Illuminated?
#414 posted by
ijed on 2016/02/24 14:54:10
It turns off when activated (receives damage) and opens the door.
#415 posted by
JneeraZ on 2016/02/24 15:19:55
"incenerator = incinerator :-) "
Thanks for that correction. I had NO idea what you were trying to say there ...
Bug Is Dead
#416 posted by jakub on 2016/02/24 18:12:01
i've just tested version 1.03 and button works it's supposed to.
Shit I Forgot The Screenshots
#418 posted by
ijed on 2016/02/24 19:57:22
Coming soon :)
#419 posted by
ericw on 2016/02/24 21:45:08
ijed, nice! Going to have to replay with the patch soon. Sorry I copped out on playtesting
Well
#420 posted by
ijed on 2016/02/24 22:00:03
Without your tools and engine support this pack wouldn't have happened at all :)
Update
#421 posted by
ijed on 2016/02/24 22:03:17
Ijed
#422 posted by
nitin on 2016/02/25 12:05:09
thanks for the screenies.
Also news post updated.
Download Not Working ?
#424 posted by
Barnak on 2016/02/25 20:38:11
When I press the download button, nothing happens. WTF !?
#425 posted by Baker on 2016/02/25 20:48:05
Keep in mind Barnak is using a non-Intel Mac Mini and no modern browser is available for him to use.
Non-Intel ?
#426 posted by
Barnak on 2016/02/25 21:41:16
It's a 2010 mini, so definitely Intel. And it rocks with Snow Leopard !
#427 posted by Baker on 2016/02/25 21:48:08
32-bit Intel?
#428 posted by
ericw on 2016/02/25 21:56:02
I'm sure the patch will get mirrored to quaddicted or quaketastic before long.
Barnak, try using Firefox or Chrome on OSX 10.6, not Safari (which is out of date and probably unsafe).
#430 posted by
Joel B on 2016/02/26 02:18:27
If folks are in the business of updating the OP, you could remove the link to the special-snowflake devbuild of Quakespasm and just say "use Quakespasm version 0.90.0 or later".