News | Forum | People | FAQ | Links | Search | Register | Log in
The Marcher Fortress - New Q1SP By Kinn
It brings me the most transcendent pleasure to announce the release of my latest Q1 map, The Marcher Fortress.

I appreciate all feedback, and demos are especially welcome.

Screenshots:

http://kinn.spawnpoint.org/maps/marcher01.jpg
http://kinn.spawnpoint.org/maps/marcher02.jpg

Download:

http://kinn.spawnpoint.org/maps/kinn_marcher.zip

With aguirRe's permission, I have supplied his engine executables inside the zip. Please read the readme before you start.
First | Previous | Next | Last
Save Me Trawling... 
With FitzQuake the sun is behind the castle as you emerge from the start point. This is clearly where the sun should be according to the shadows.

In DarkPlaces, the sun is behind you as you emerge from the start point to face the castle. And, therefore, the shadows are in the wrong place.

Presumably this is because DarkPlaces handles the skybox differently.

Comments please: is it important, does it spoil gameplay, is there a workaround etc? 
Mike 
LordHavoc and Kinn had a little confrontation on IRC about this - yes, DP aligned skyboxes incorrectly relative to every other quake-engine games. LH implemented a fix, though I don't know if that version of DP was/is released yet.
Given that dramatic setting is the principal achievement of this map, I'd say correct skybox alignment is important, and that's not just my obvious bias talking ;) 
Kell 
OK, thanks. I've tried the latest version but it's no different.

I agree that sun, shadow, skybox alignment is important. It really jumped out at me when I tried DarkPlaces. 
Yes 
This is why I hate most custom engines - they have the uncanny ability of making the map designer look like an idiot :) 
Yes 
Though map designers frequently achieve the same effect all by themselves :P 
Out Of Order 
what irc server do u guys use???
i use quakenet are u at enterthegame? 
Trinca 
irc.gamesurge.net 
Heh, 
i never even noticed it when i played but yeah, the skybox was reversed for me too. :P

...but i rarely notice things like that anyway.
o_o 
Skybox 
Is correct on my DP beta - but those never get posted on the DP website - you have to ask LordHavoc for them. Maybe he reverted the skybox back to the wrong configuration for later versions, I dunno o_O

Lol, Kell - I remember the skybox palava in #tf - I can't be bothered to go through that again O_O 
 
didn�t find irc.gamesurge.net :( in my mirc...and i got a huge list!!! 
Trinca 
I think you can access via a web browser using http://www.gamesurge.net but I'm not sure, correct me if I'm wrong..... BTW, I never be able to connect the irc using this method... doh...8P 
Trinca, Just Add New Server To The Server List Dammit 
yes 
Bleh 
Just type in /server irc.gamesurge.net 
Cant Download 
any other links? 
PWND! 
Poor nitin. I did a quick google and the Fileplanet link is dead too....perhaps it was a limited edition thing you'll never get to play now?? 
Got It 
off underworldfan's site :) 
Wow 
everything that needs to be said has already been said but this was perfect in my book. Nice mix of set piece and general level desgn both in terms of gameplay and visuals.

I would just like to make special mention of the new monsters which fit in so well that they didnt really feel new at all, rather when I encountered them it felt as if they were always part of the quake world. I hope they are used in future levels because they are very good additions (especially the flying imps although the big creatures at the end are fantastic too). 
Btw 
I used the nehahra version of DP because it is the only version of DP that I can configure to my liking even though it runs a bit slower than other engines. The skybox appeared correctly in this version. 
Good Work! 
Amazing map, its a shame that no matter how I configure any of my engines, it runs slow when you leave the cave and see the first view of the castle 
Not Slow 
in fitzquake it is fast, use that, it has rendering optimizations. At least for me, in GL. the specific glmarcher was slower. :/ 
Try 
adding cvar gl_subdivide_size 512 to your autoexec.cfg and restart. In maps with a lot of sky it can make a big difference. 
Problem 
My problems running it in GLMarcher turn out to have a simple reason: it doesn't support resolutions higher than 1280x720. I tried to run it in 1280x960, which is the res I used then in FitzQuake (1600x1200 on my new comp)...

So there you go... Still looks great in 1152x864 though. 
I've Run It 
in 1600x1200x32 (fullscreen/window) without any problem (GeForce3). I think it might be your gfx card (ATI?) that possibly overflows the old GLQ limit of 32 video modes, effectively disabling the higher resolutions.

Try the updated GLQuake 1.26 at my site http://user.tninet.se/~xir870k and see if it helps, it has support for 128 modes. 
 
aguirRe> Yep, I have a X800XT PE. Thanks for the tip - will try it out. 
 
aguirRe> 1.26 works perfectly in 1600x1200x32 as well. Nice. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.