Maps With A Rune
#101 posted by Barnak on 2015/12/28 20:28:32
On which maps is there a rune ?
Test Maps 3 And 6
#102 posted by Barnak on 2015/12/28 21:21:39
Anyone have played test3 yet ?
I still don't get why test maps 3 and 6 are considered as "test" maps. These maps are awesome and fully deserve to be in the full map start entries.
In my personal taste, they are even much better than some "normal" maps in the whole pack. So it's really a shame that test3 and test6 don't have their own start gates, in the normal start map.
Okay Okay
#103 posted by Drew on 2015/12/28 22:10:42
Truly it is a tragedy of Texas Style proportions.
But it is time to move on.
#104 posted by JneeraZ on 2015/12/28 22:47:32
For real.
Okay For Real
#105 posted by Barnak on 2015/12/28 22:55:33
which maps in the whole pack have a rune ? I've found two but I'm unable to find the others (since there is a total of 4 runes, according to the read-me).
#106 posted by - on 2015/12/29 00:08:48
necrokeep does not, that's all I really know... they are meant to be secret anyway!
Demos, Part 5
#107 posted by path0gen on 2015/12/29 00:12:51
finally, played through ad_obd (not quite blindly, since i remember a thing or two about the original backstein apparently :P) and ad_swapy (100% blind) so here are skill 2 demos.
https://www.dropbox.com/s/tyfshnpt5ocxxxh/arcdim_demos_pathogen_part5.7z?dl=0
3 parts for ad_swampy demo since i got kinda derpy at a certain point and thought i had triggered a door prematurely and broken the map.
epic stuff, not much more to say here. thanks everyone for awesome work!
Ad_swampy
#108 posted by path0gen on 2015/12/29 01:18:46
ok, my final score after an hour of additional wandering around:
http://imgur.com/xxsAZ5J
found 5/8 tomes... i guess that's enough for today :P
Alias Commands
#109 posted by Kinn on 2015/12/29 01:45:12
uhh the alias commands (e.g. "feet" to turn off footsteps) don't work for me. please advise kthx
#110 posted by - on 2015/12/29 01:51:37
that alias is a toggle you use post map load. I suspect what you are trying to do is turn them off always...
look in the quake.rc file and modify this section:
//-----------------------------------------------------------
// All of the MOD features can be changed before loading
// Add the values below together and update temp1
//
// 256 Turn OFF item offset (designed for new maps)
// 512 Turn OFF randomly rotate ammo/health items
// 1024 Turn ON particle system (default OFF)
// 2048 Upgrade existing Axe, +75% dmg, gib zombies
// 4096 Upgrade SSG weapon pickups, +50% dmg, uses 3 shells
// 8192 Upgrade LG weapon pickups, Direct + Splashdamage
//
// 65536 Turn ON Player Auto Aim
// 131072 Turn OFF projectiles/casings for Shotguns
// 262144 Turn OFF Z aware monsters
// 524288 Turn OFF Enemy/player footsteps
// 1048576 Turn OFF AI path extra info
// 2097152 Turn OFF Monster liquid damage
//
// For example
// 3072 = Turn on particles and upgrade axe (1024 + 2048)
//-----------------------------------------------------------
temp1 1024
Right
#111 posted by Kinn on 2015/12/29 02:09:27
it seems that quake.rc isn't getting executed, which is why my aliases were not set.
hmmm...shouldn't that just happen automatically?
Found Da Problem
#112 posted by Kinn on 2015/12/29 02:14:38
was loading mod in game (typing game ad in console)
seems when you do this, QS doesn't load the exec the .rc file
#113 posted by Spike on 2015/12/29 02:46:22
because re-executing commandlines or restarting demos... again... is really quite annoying.
execing quake.rc on gamedir changes just isn't a viable option for those reasons, and mods really should try to avoid needing it.
unfortunately you can't really depend upon default.cfg either, in part because you can't really depend upon config.cfg being new either.
hence why this quake.rc puts this stuff after the config.cfg file, despite it being flawed...
Stuck
#114 posted by lizard on 2015/12/29 03:26:23
I have a front end you guys probably never heard of "Quake On". I'm using Fitzquake 085 and it seems to be working okay. I am stuck in the 3rd map test 3 exploration etc. where the saws are. I can't go any farther
Lizard
#115 posted by ericw on 2015/12/29 05:21:20
press the button in the saw room, kill the monsters, and a platform should lower down with an ogre on it. You can ride the platform up to the next level
Imps
#116 posted by Mike Woodham on 2015/12/29 09:27:02
I just played ad_test5 and noticed that all the imps were playing exactly the same frame sequence (I was dead at the time!).
Is that planned or unavoidable, because it didn't look very good? Or was it just because I wuz a gonna?
Hmmm
#117 posted by Kinn on 2015/12/29 09:45:06
If they all went back to their idle anim as soon as you died then they would be in sync, surely? Same would happen with any monster?
#118 posted by Skiffy on 2015/12/29 14:11:48
AD_Lavatomb not using colored lights or is the litfile broken?
#119 posted by adib on 2015/12/29 15:34:38
Seems like ionous doesn't like much colored lights.
Maik Franz Xaver
#120 posted by adib on 2015/12/29 15:44:04
Is the only AD mapper's full name I couldn't decode into a func_ nick. Who are you, freund?
Take The First Letter Of Each Name
#121 posted by Kinn on 2015/12/29 15:48:25
And Thus
The legacy of pjw/RPG/ztn/czg/JPL is preserved.
DUH!
#123 posted by adib on 2015/12/29 15:57:47
(^ not initials)
Elementary.
#124 posted by Kinn on 2015/12/29 16:01:48
The legacy of pjw/RPG/ztn/czg/JPL is preserved.
If you mean those mappers were sacrificed to The Great Goat to spawn mfx, then yeah.
Your blood adds to the D�nereater's legacy of mapping skills.
|