 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.
 Host_Error
#126 posted by aDaya on 2015/12/29 16:29:06
Under Quakespasm 0.90.1, when loading ad_swamp and at the nailgun room in The Necromancer Keep the map closes and the console says "HOST_ERROR: Ed_Alloc: no Free Edicts (Max_Edicts is 2048)"
 Idle
#127 posted by Mike Woodham on 2015/12/29 16:54:30
OK, I get it now.
I must admit, I cannot remember having five or six imps hovering over my dead body before.
I started playing through the test maps AFTER I had played the 'proper' maps and it only dawned on me on test6 that I should have played them BEFORE so that I could practice on the new or adapted enemy. Ho hum.
 Blown Away
#128 posted by Abysmoil on 2015/12/29 17:42:27
I just gotta say, the only thing these new maps are yet lacking to be as immersive as a great Dark Souls level is some sort of environmental storytelling.
 And...
#129 posted by Mike Woodham on 2015/12/29 17:46:22
...not to have to return to the start map every time but to have all the maps linked as an episode (and no, I don't know what the story line should be).
 Abysmoil
the tools are certainly there to do that. The mod was never designed in this fashion because that wasn't really the goal of the mod. I think we'll start to see story focused Quake maps in the future though.
 About Those DarkPlaces Issues
#131 posted by Joel B on 2015/12/29 18:32:44
sock tweaking things to take advantage of DarkPlaces features was something that I was looking forward to checking out. I've always thought it would be neat to see content properly designed for using DP's bells and whistles.
However it sounds like the AD breakables system doesn't work in DP? Which is why those three maps are broken? So I'm curious... do you guys know what is up with that, and is there any prospect of having that stuff work with DP in the future?
There are breakables in nearly, if not exactly, every map in the mod, so the problem must be something else.
The DP-problematic maps share one common denominator, though, which is being made by Maik Franz "negkros" Xavier. Coincidence I think not!
 DP Patch
#133 posted by sock on 2015/12/29 18:43:50
However it sounds like the AD breakables system doesn't work in DP? Which is why those three maps are broken? So I'm curious... do you guys know what is up with that, and is there any prospect of having that stuff work with DP in the future?
There is a DP/gameplay patch on the way, its being test at the moment and it should be available soon. The breakable system works fine in DP, there was confusion on the which compiler tool needed to be used, which is why some maps work and others don't.
some sort of environmental storytelling There is in mountain, you just got to find it! (in true Dark Souls tradition)
#134 posted by Joel B on 2015/12/29 18:49:58
Good news, thanks!
One last DP question... what's the dpsetting.cfg file for?
 DP Stuff
#135 posted by sock on 2015/12/29 18:56:46
The extra DP config files setup the RTLighting (dplights.cfg) editing keyboard shortcuts and my preferred settings (dpsetting.cfg) for viewing the RTlights files that I have included for a couple of the maps.
The plan was to create RTLight files for every map, but I am ran of time and everyone else was just not interested. The effort involved to fine tune RTLight files is ridiclous (there is no undo feature either) or flexible as its a separate file with no editor connection to the source map. Which makes the whole process a huge time sink.
 DP
#136 posted by ericw on 2015/12/29 19:15:47
The issue with breakables is the "mod_bsp_portalize" cvar in DP causes it to do some analysis on each bsp model that normal engines don't do (reconstructing the portals). It's detecting an invalid node hierarchy on some of the breakables compiled with rebb's qbsp. I trust DP's error here, because it was reporting a split plane with the same node on both sides, so it is probably just a bug in rebb's qbsp that went unnoticed because it only affected small bsp's like breakables, and only when checked by Darkplaces.
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