#156 posted by Mugwump on 2017/07/12 10:24:27
you don't strictly need to specify them
That's good to know. I've been adding these params to my QS shortcuts automatically, now I don't need to.
#157 posted by anonymous user on 2017/07/12 12:59:04
i'm good to go, then!
there are some odd frame drops that last for about5-10secs.
it's not related to looking at any specific sections/areas.
if you walk back, then forward to where you were again, it seems to go away.
just mentioning this, as i hope there is nothing wrong with my pc.
a 660 & i3 should be fine for this mod, i assume?
Lol
#158 posted by Qmaster on 2017/07/12 22:12:34
I've been adding heapsize and zone fluff to my command line forever too. Heck I think I even wrote it into my autoexec
Baz
#159 posted by sevin on 2017/07/13 05:50:07
I get stutters in the first few areas, they eventually go away for me later on.
144hz
#160 posted by Baz on 2017/07/13 13:25:44
ok,
not that you really NEED anything more than 60, and 144fps would probably knacker up the physics, but just 'cause i've noe got a 144hz monitor, i wanted to try this map with it.
the skill map is fine, but upon entering forgotton sepulcher, idrops down to 60 instantly.
then again, it IS a very very intensley detailed map, isn't it?
Explorer-fest!
#161 posted by Baz on 2017/07/13 13:30:01
so much to see and do.
loads of twists, turns and hidden paths.
tbh, i play this very tentatively, definitely not running in there like rambo.
as such, if people were watching me play, it might drive them mental!
i haven't been playing this all in one go atm, and as i have not played quake for 3 years, i am playing this on normal.
after, i'll up it to hard.
#162 posted by mh on 2017/07/13 15:17:30
the skill map is fine, but upon entering forgotton sepulcher, idrops down to 60 instantly.
Try disabling the extra particles (check the readme for the exact command for that) - I've done some benchmarks and these particles can account for up to 50% of your frametime in this map.
144Hz
do you have host_maxfps set to 144 or higher?
Nice!
#164 posted by Baz on 2017/07/14 08:42:14
cheers mh, i'll try that when i get home from work.
no dumptruck, i have it set to 144.
Not Sure Where To Start
#165 posted by Baz on 2017/07/16 01:42:35
ad_sepulcher_readme
not sure how to deal with the particles in this file.
Secrets
#166 posted by Baz on 2017/07/16 23:10:57
has anyone done eplaythrough video where they find all the secrets?
#167 posted by mh on 2017/07/17 10:43:39
ad_sepulcher_readme
not sure how to deal with the particles in this file.
My mistake, it's actually documented in the supplied quake.rc
#168 posted by Jaromir83 on 2017/07/17 14:47:28
unbelievable amount of details! felt lost at first mainly due to the new over-the-top particles/low FPS, but once I started the game using
quakespasm-admod.exe
and not
quakespasm-spike-admod.exe
everything was ok
Oh
#169 posted by Baz on 2017/07/17 18:58:19
so i can just use quakespasm-admod.exe and that will (by default) load the map without the particle effects?
mh:
sorry, i still do not know how to do this.
i simply assumed where it says this:
// 1024 Turn ON particle system (default OFF)
i just delete ON ans type OFF, then save the file, load the map etc.
Just Tried It
#170 posted by Baz on 2017/07/17 19:20:24
a definite improvement.
although it dropped to around 65-70 in that swamp section that leads into the main area where you fight the boglord.
could be the greenish fog?
120-144 looks nice, but 60 is fine, as quake is designed to run nice at 60 anyway ;)
@Baz
#171 posted by mh on 2017/07/17 21:49:42
IIRC the default value for the temp1 cvar is 5120 so just set it to 4096 instead and restart the map.
Hey Sock
#172 posted by Qmaster on 2017/07/18 01:13:14
I thought of another bug/glitch? in 1.50 (havent tested in 1.6). In your SUB_Usetargets function, you have a check that prevents an entity from targeting itself if the targetname == target. This breaks the ability to do the high-fps animation using a func_wall and Preach's relay setup as described in his blog here: https://www.google.com/amp/s/tomeofpreach.wordpress.com/2016/02/10/high-fps-texture-animations/amp/
Please delete or comment out this check, it prevents certain logic from working.
Forgotten Sepulcher Won't Start
#173 posted by Berzerk on 2017/07/18 06:08:36
I tried to make "The Forgotten Sepulcher" work on a clean install of Quake (GOG version) + Quakespasm-spike Engine but it won't start. After the 3dfx logo intro I only get a flashing screen followed by a "couldn't create window" error message a few seconds later and that's it. I don't know what to do to fix this. Any kind of help is really appreciated.
Note: normal Arcane Dimensions (1.50 final + patch1) with Quakespasm 0.92.1 is working just fine though.
#174 posted by ericw on 2017/07/18 06:22:02
After the 3dfx logo
Try removing OpenGL32.dll that came with GOG's quake install (save a backup if you want.) Assuming you don't actually have a 3dfx card :-)
#175 posted by Berzerk on 2017/07/18 06:31:59
@ericw
I have a GTX 1060
I'll check if removing that file will make it work.
Forgotten Sepulcher Now Working
#176 posted by Berzerk on 2017/07/18 06:45:16
Removing the OpenGL32.dll fixed the problem I had.
Thanks so much for the fast help ericw. :)
#177 posted by Jaromir83 on 2017/07/18 08:42:36
how do I release boglord?
Fucking Great Map !
#178 posted by Barnak on 2017/07/18 17:20:55
I just played a bunch of randomly selected maps that I keep in my good maps collection, then suddenly reloaded Sepulcher by chance (using a new randmap command in QS). And geez all the other maps are so pale compared to Sepulcher !
When will we see a new map comparable to this one ? I guess there will be no other map like this !
Boglord
#179 posted by Jaromir83 on 2017/07/18 18:30:31
ah! there is a blueprint on G1ftmacher's twitter
How To Free The Boglord
#180 posted by Qmaster on 2017/07/18 19:04:27
First, kill the kraken children, then find the lich fiend, ride its back to get up to the bog lord key room, bake the cracked brick, and remember to salt the fries! Then put the boglord key in the cake, slide it through the crack and voila! Boglord boogie time!
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