 Going Back A Few Posts...
#101 posted by Mike Woodham on 2017/08/04 19:20:44
If you take a look at pak3.pak, it has different "last modified" date and filesize
There is no pak3.pak in the quoth2pt2full.zip download from the link shown in the first post above? Have I got the wrong download?
 Skacky's Update ?
#102 posted by Barnak on 2017/08/04 19:30:50
There's an update coming for jam9 ? When is it to be expected, approximately ?
 ...Or Is It Pak2?
#103 posted by Mugwump on 2017/08/04 19:33:38
I thought it was pak3 and I won't be able to check on my computer until tomorrow. The quoth2pt2full.zip from TomeofPreach IS the correct version anyway.
 Update Will Come Tonight
#104 posted by PuLSaR on 2017/08/04 19:36:55
I think
 If You Are Having Issues... The Update Won't Fix Them
You STILL need to follow the directions above. The update has little or nothing to do with any trouble people are having with goofy installs/wrong versions.
 Dumptruck-ds
#106 posted by Mike Woodham on 2017/08/04 19:57:34
The jam9 readme does not mention -hipnotic.
-heapsize 65536 -quoth -game jam9
Are you saying that it is an absolute requirement to have -hipnotic as part of the loading script (I do not have anything in my Quake folder that relates to Hipnotic)?
Are you saying that I cannot have the +map start in my .bat file, because surely that is simple convention?
 I Love The Pesky But Charming Vorelings !
#107 posted by Barnak on 2017/08/04 19:58:30
I'm sure they could be trained. I want a real one as a pet.
https://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/voreling.jpg
It would be usefull to scratch my back when I need it, and would be fun watching when thrown at the mail guy.
Come on boy, sit !
 -hipnotic Is Not Neccessary
#108 posted by PuLSaR on 2017/08/04 19:59:35
it just changes the hud a bit to display new powerups and weapons afaik
#109 posted by PuLSaR on 2017/08/04 20:00:17
and you don't need -heapsize for QS or Mark V. readme will be updated with it.
 @Mike
PuLSaR is correct you don't need it but it's the correct way to run Quoth. From the Quoth readme:
The -hipnotic option enables the Scourge Of Armagon HUD layout that we have utilized for our powerups and weapons. You do not need to have Scourge Of Armagon installed for this to work.
I don't see why +map start.bsp would be an issue either but I would omit it. It should default to the Start map IIRC.
One other note: The earthquake sound in Mukor's map is a known issue and will be fixed in the update.
I want to restate that the update will not fix these compatibility issues.
 Thanks
#111 posted by Mike Woodham on 2017/08/04 20:55:25
I will wait for the update and have another go then.
#112 posted by Joel B on 2017/08/04 21:52:19
Quakespasm (and other modern game engines) will implicitly enable -hipnotic if you specify -quoth.
 @Haunter
You map is so cool. Fantastic work. Saw this yesterday in a architecture book and then played your map today!
https://goo.gl/photos/RABRTNK829ZysaYf9
 Going To Be Streaming This Shortly.
#114 posted by ionous on 2017/08/05 10:14:23
I kinda hoped Haunters map would have been longer
 Update
#116 posted by PuLSaR on 2017/08/05 20:02:38
The archive has been updated (Download 1), the mirror will be updated soon.
Patch note in readme.
#117 posted by PuLSaR on 2017/08/05 20:04:12
Download 2 is updated is well
 Update Details ?
#118 posted by Barnak on 2017/08/05 20:19:32
While I'm downloading the update, could you describe in brief what are the changes ?
 Minor Fixes In Map Mostly
#119 posted by PuLSaR on 2017/08/05 20:21:39
Patch note
- modified readme to delete heapsize mention and mention that QSS R7 is unsupported
jam9_breezeep:
- fixed locked door after the silver key is obtained
jam9_muk:
- fixed missing sounds
jam9_newhouse
- fixed void
- fixed some alpha problems
- fixed racing elevators, they now have same speed value (so one doesn't go through the other)
- moved one elevator to the left in factory section, now gug with its huge box can move like it should
jam9_otp:
- added music track for the people who need it
- added ending message to the final fight
- fixed sky resetting to nebula skybox after loading a save
- fixed "textures missing from BSP file" error
- fixed pickups falling out of world
- removed erroneous colored light
- removed misplaced ladder handle
- moved some misc. entities around to make them easier to spot
- made some health pickups easier to spot and placed more health pickups overall
- reduced attenuation of "waterfall" sounds and placed more ambient sounds overall
- reduced strength of the final jump pad
- reduced bounding box of the cistern pad and added clip to the shaft
- replaced clip with skip in a certain secret
jam9_pulsar
- added megahealth in the final battle room on skill 1 (was on skill 0 only)
- some cosmetic changes
jam9_secret
- tweaked clipping a bit, especially near the cross of deflection
jam9_shotro
- fixed exploits
- fixed broken doors/teleporters
- fixed items not spawning
- implemented better messages
- toned down color lights
jam9_skacky
- fixed bad texture
- fixed death knight that spawned in a wrong position and couldn't be killed
- fixed sequence break that could get the player permanently stuck
 Poster...
#120 posted by Barnak on 2017/08/05 20:27:10
should be included in the zip file.
#121 posted by manwithnoname22 on 2017/08/05 20:44:26
Don't forget to upload this to Quaddicted, guys.
 Muk
http://quaketastic.com/files/demos/otp9_muk.zip
Too tired to write anything too coherent or meaningful:
- Nice little map
- Great use of revisiting older areas from above
- Hard as hell on Hard, possibly quite a bit unbalanced actually??
 Completed Three Maps Tonight (will Post Demos When All Are Done)
#123 posted by skacky on 2017/08/06 02:32:24
jam9_kell — A Conspiracy Of Cartographers
An excellent map throughout with great visual design. The stargate that's sitting in the middle of the map is probably one of the most (if not the most) impressive and coolest piece I've ever seen in Quake. I really like how you can tell something terrible happened there but you don't know what or why.
The map has a great flow, alternating between the low gravity exterior with a black void of doom and then a square indoor area revolving around a strange, spinning contraption with a levitating corpse. I had the chance to beta test this and it is a pretty devilish map that rewards exploration. Some of the secrets are rather hard to find but aren't needlessly difficult or unfair.
This is just a very, very good map by the master himself.
jam9_giftmacher — The Brimstone Mine
Pretty kickass level with a very peculiar aesthetic I had never see done with Knave before. I really dig the mix of copper-heavy runic decorations, the warm orange light seeping through the barred windows, the rotating fans keeping that strange structure from plummeting down to the surface, the quiet gardens, the heavy machinery everywhere, the orb teleporters, etc... It's just very very well done and particularly original.
Gameplay is well balanced and never unfair, though with the possible exception of a Night Gaunt backspawning and two Polyps spawning as you are on a platform above the void in a secret. The arena fights are well thought out and ammo is plentiful. Secrets are fun to find and rewarding. While the ending is anticlimactic, the final secret really makes up for it.
jam9_newhouse — Mouth Of Yraal
This has next to nothing to do with Contract/Knave but this is a pretty damn great map in its own right, particularly if you enjoy pure carnage. And boy you have about 280 monsters to massacre in this one on skills 2 and 3. I think NewHouse just wanted to make a Doom 2-like slaughtermap and found his perfect playground with Quoth.
The layout was pretty weird and the map is rough around the edges, but it is still a whole lot of fun and I never got lost. I also really dig the style, this sort of corroded factory thing over pools of noxious slime. Ammo is plentiful, there is just enough health to survive comfortably and a few secrets are pretty devious and offer great rewards. No idea how to get to the third silver keycard though, the one that's ironically behind a silver keycard door.
 Still Crashing
#124 posted by Mike Woodham on 2017/08/06 08:51:10
There are two maps that I cannot play: naitelveni and shotro. The former sometimes loads (about 50% of the time) but crashes almost immediately - no messages, just a freeze and I have to use windows to exit. The latter just crashes on loading, whether via the start map or via the console. Oh well, I enjoyed the rest.
 The Playthrough Marches On
#125 posted by ionous on 2017/08/06 10:28:42
Starting with dumptruck_ds' map.
Starts in thirty minutes.
https://www.twitch.tv/ionous
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