Christ's Balls. E1M3 The Way Id Did It?? LOL.
#128 posted by Shambler on 2017/06/27 18:41:18
492/506
44/50
223:15 !!!
This is amazing. It's not a map, it's not an episode, it's an EXPERIENCE. This is FPS "exploring a strange new (familiar!?) world" at it's best, and it's realised in Quake of all things. 3 hours 45 fucking minutes in a Quake map and it was captivating the whole way (well apart from 2:45 of that being trying to get into the chapel outside secret lol, I got there in the end!).
This, although a collaboration, is pretty much PEAK SOCK. Can it get more SOCK? More interconnectivity? More alcoves? More details? More marked secrets? More unmarked secrets? Probably not.
I dunno what else to say. Tiny criticisms... Ending arena was a bit of an abrupt transition from explorathon to arenathon, I'd have prefered an area inbetween. No under-lift secrets. Could have done with slightly more monster variety? That's it. Everything else, just great.
#129 posted by skacky on 2017/06/27 19:48:31
But there is an under-lift secret.
Well Fuck You.
#130 posted by Shambler on 2017/06/27 19:51:50
Not enough underlift secrets anyway.
44/50
#131 posted by Qmaster on 2017/06/27 22:29:20
Tisk tisk.
Up To 46/50 Now.
#132 posted by Shambler on 2017/06/27 23:16:32
Such secret, much wow.
Well
#133 posted by sevin on 2017/06/28 00:19:38
I guess I'll try and be the odd one out and do it in 30 minutes. Demo incoming. Hopefully.
Wowie
#134 posted by sevin on 2017/06/28 04:25:10
Well, just finished.
skill 3
71:26
28/50 secrets
472/498 kills
demos
What an incredible level. The single best Q1SP I have ever played. Granted, I haven't played a whole lot, but everything was there in this one. The consistency in the level of detail, monster encounters, and secrets was honestly just staggering. And I only got 28/50 - but I did want to try and go somewhat fast. I was especially happy about the narrative. It was refreshing to play such a visually and logistically polished map that also included some hint of story with the tomes and warriors scattered about.
Died 3 times. The third was a bit unfortunate; I had not recently quicksaved. I give more feedback in a few comments in the demos.
Looks Awesome, Can't Wait To Play It!
#135 posted by Jonathan on 2017/07/04 11:58:04
Some quick questions raised from the README etc.:
1) what was the map in before it was converted to GTKRadiant? As a long-retired mapper it was not clear to me how GTKRadiant really sped stuff up. Also, later on you list Quark and SDRadiant. Is Quark the original editor? Is SRadiant a variant of GTKRadiant?
2) what's going on with AD version numbers? How many updates has 1.5 had? A request: can we be clearer with the versioning? Either call the first update to 1.5 1.6 or 1.5.1 if you want to go all Semantic Versioning, but as things stand there's a lot of confusion. (and this readme references AD 1.60!)
3) Exactly which limits were raised in the custom QuakeSpasm builds, and from what to what?
Thanks!
And finally a quick "lol" at your UNDER NO CIRCUMSTANCES IS THIS MOD/MAP TO BE DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION. When's the last time you saw a CD-ROM? Does this mean DVD-ROMs are OK? :P
#136 posted by mh on 2017/07/04 14:47:07
Basically
#137 posted by spy on 2017/07/05 18:38:13
there's a lot of the quake remix maps over there , some of them just for vanilla q
and some for the other mods /rmq-quoth,
maybe it is a time to adopt those maps to ad_
e1m1Sock(medieval)
e1m2quoth
e1m5quoth
e2m1Rickyt33
e2m5RJ
Oh Boy!
#138 posted by Qmaster on 2017/07/10 00:00:23
Download at 95%, 98% 99%%%!!
100%!!!!
Here goes!
WOW
#139 posted by Qmaster on 2017/07/10 07:21:03
Lot of fun exploring. Loved it!
Can't believe I only have 47/50 secrets...ugh! And is there supposed to be a lich fiend boss? I can't find him. 305/308 kills on normal skill. A couple critiques below that should be taken very lightly and some maybe even tongue in cheek.
Favorite features:
*Boils, boils, boils!! Such a cool little guy. Is a monster_swampling just a stationary boil or do they go by another name?
*Planet room...neato! Liked the attention to detail in having the 7 historically significant moving objects in the sky from which we get the names of the week (only moving stellar objects visible without a telescope).
*Tree well ring secret.
*Fog usage.
*The rain!!!
Didn't care so much:
*A bit long. (well...it is alright)
*Every alcove is detailed and started to seem a bit over the top. I mean don't get me wrong, this is a masterpiece, but I think a few more areas with less detail or at least less jagged brickwork would have helped to break up the...
*Similarness between areas made it repetitive.
*Rounded corners on the new particle effects.
*WHY NO RAIN IN LATER OUTDOOR SECTIONS??? Needs more rain.
*Not enough variation in rain sound effects. A few ambient_rains here and there would have been nice.
*The doors with particle effects on red runes were deceptive...if they are important enough to be that fancy...they should probably open. Wasted so much time hunting for buttons around each one and wacking the snot out of them.
*Breakable windows weren't color coded.
*Breakable windows didn't have gaps/cracks in all of them.
*Crackless/gapless windows weren't transparent and so had no other indication of being breakable due to lack of color-coding/cracks/etc.
Bugs? (SPOILERS!)
-----
*Several alcoves with only a ring on the floor and its particle effect but no goody or trigger secret.
*After axing the 7 fiend bodies, there was another fiend to axe and it said 7 more to go...but I didn't see any more.
*Some alcoves don't open on lower skill settings, is it not possible to have different enemies on different skill settings with a trigger_monsterbreakable?
*I never found a way to open the cavegate under the bridge near the book talking about ogre idle noise. Noclipping shows that its entrance should actually be at the other end under the small pool in the area at the start of the gold key courtyard (closer to the fishing ogre #2) but I couldn't figure out how the grass block floor under the puddle was supposed to open, not even after opening it up in an editor to track down the logic??
*A few hidden alcoves with goodies in them didn't have trigger_secrets...trying to keep secret count at a magic 50?
*Rain sound effects can sometimes synchronize and sound a bit wierd.
*Teleport sound effect in the room with the super deep pit lured me in multiple times to an insta-fall-death trigger. NOT COOL. At least you could have hurt the player and teleported them back up (Serge Jaeken did this and it was great!) or just get rid of the teleport sound.
Oh And
#140 posted by Qmaster on 2017/07/10 07:23:01
Bugs? (Cont.):
*After killing the tarbaby kraken children, nothing happens other than a message...I run all over kingdom come to kill these and...then what? Did I miss something?
Anyways, great map!!
Windows 10 Problems
#141 posted by 13Ghosts on 2017/07/10 15:54:31
First, Many Thanks to the incredible people who continue to create these wonderful maps!!!!!
Second, also many thanks to all the contributors providing (mostly) useful tips!!
Third, I have read the readme.
Fourth, Windows 10 with all the latest updates WILL NOT run the 32bit version of AD. Therefore will not run "Forgotten Sepulcher". I feel the chances of Microsoft fixing the 32b issue is slim. SO- could you add a 64bit version as well? (AD 64b works fine on the same system even without "compatabilioty mode").
Thank You
Paul
#142 posted by mh on 2017/07/10 16:13:31
No problem running the latest admod engines on the latest Windows 10 here, testing both quakespasm-admod and quakespasm-spike-admod.
Windows 10 Problems, Continued
#143 posted by 13Ghosts on 2017/07/10 19:17:39
Thanks mh, that tells me it works, I'll keep digging.
Paul
#144 posted by ericw on 2017/07/10 19:39:19
It's probably a dll conflict. The easiest thing might be to install everything in a fresh folder, create an "id1" subdirectory and copy your pak0.pak + pak1.pak to "id1" from your regular quake installation, then continue with the ad_sepulcher install instructions.
Editor Slows Woes
#145 posted by Qmaster on 2017/07/10 22:11:29
When making ad_sepulchre, how did you not have unusable slowdown in the editor? I opened it up in JACK but was barely able to navigate.
Plus, there are ugly hint brushes everywhere....was this really necessary in so tightly packed of a map? I'm curious to know if ericw or someone tested their impact with and without to see if the vis was improved.
#146 posted by mfx on 2017/07/10 22:59:11
The map was started in QuArK with some vis groups already there.
The conversion to Radiant saw a further pairing of the map into func_groups, which can be disabled from view.
I did manage to load the map into TB 2.0, only to experience the same slowdown.
Grouping and hiding is the key for such big maps.
@Qmaster
I think he used QuakeEd or one it's variants. I would imagine for this detail level hint brushes were "the right thing to do" or just force of habit. Would like to hear from sock on both counts.
https://twitter.com/SimsOCallaghan/status/875411353737015297
QuakeEd???
#148 posted by mfx on 2017/07/10 23:06:08
Nah, the shot is from Radiant with a proper black on white interface.
@mfx
Radiant really IS QuakeEd... for us old timers anyway. :)
I have QuakeEd on the brain as I tried to launch it the other day.
Side question: how many fucking versions of (x)Radiant are there anyway?
#150 posted by ericw on 2017/07/10 23:24:31
I doubt the hint brushes have a huge impact on vis quality.. but it would be easy to try deleting them all and see how the "average leafs visible" stat changes (re-run qbsp + vis).
Also - I think there is at least one bug with them in my qbsp currently - ChooseMidPlaneFromList, which handles splitting until the nodes are below 1024 units cubed, is not aware of hint brushes.
afaik the intended use is when you have, say, two large outdoor areas that should never both be simultaneously visible, but qbsp is choosing wrong splits such that a corridor between the two areas can see into both. then you'd use hint brushes to force leaf boundaries in specific places to fix the vis-blocking.
Running This With The Quake Injector.
#151 posted by Baz on 2017/07/11 22:43:35
i haven't installed mods/maps of quake for years, so i've forgotten stuff.
the quake injector is supposed to take the stress away.
i still can't run this.
i click 'play', and at the bottom of the screen, i seee this:
"maps/ad_sepulcher.bsp not found"
"couldn't spawn server maps/ad_sepulchre.bsp"
i hit esc, to the main quake menu.
at the bottom, it says " current mod: ad"!
so something's registering.
simple stuff:
quake directory
id1 folder inside it
new quakespasm spike contents inside the main quake root directory, sitting alongside the id1 folder.
qi installed ad and the sepulcher files into the ad folder in the main quake directory (i assume it has put the patch in there aswell).
the ad readme mentioned placing -heapsize 256000 -zone 4096 in the command line.
i have done that in qi.
the sepulcher readme also mentions placing -game ad +map ad_chapters in the command line, so i have added that after the other headsize one.
looks like this:
-heapsize 256000 -zone 4096 -game ad +map ad_chapters
i'm not sure what else to do.
Jizzy Munkey Knuckles :(
#152 posted by Baz on 2017/07/11 23:18:19
for some reason, there was an issue with the installation of the main ad files.
qi said they were there, but they hadn't correcly installed.
i still says update 1.50, not 1.60.
how do i get it to update to 1.60.
i have installed both arcane dimenions and sepulcher, but the start map says 'ad sepulcher unavailable?
i assume i cannot just dive straight in and choose ad sepulchre and play it, you have to complete arcane dimensions first before it will give access to the sepulchre maps?
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