I Agree
#145 posted by Mugwump on 2016/10/24 01:21:34
And it should also include NewHouse's update as well as the recommendations for DP users regarding r_useportalculling 0 and using a recent build with alpha masked texture support.
And Remove That Horribly Compressed Map_hacker.jpg Pic
#146 posted by dwere on 2016/10/24 03:16:41
I promise the game doesn't need it!
What's With That Pic, Anyway?
#147 posted by Mugwump on 2016/10/24 03:42:04
I've seen it in at least one other release. Is it referencing something specific?
Map_hacker.jpg
#148 posted by muk on 2016/10/24 04:10:09
Wasnt included directly by the Map Jam authors. Its from ad_v1_42final.zip
Guys, Check This Out
#149 posted by Mugwump on 2016/10/25 05:45:46
Seven has just released an add-on for the jam that adds film grain and scratches. Of course, we're talking about Seven here so it's for Darkplaces. Download here: http://quakeone.com/news/site-news/12463-map-jam-8-film-noir-released-3.html
Shamblernaut & Ionous
#150 posted by Mugwump on 2016/10/25 18:30:41
I'm gonna try to build a HD texture pack for the jam but I'm lacking the info on the texture wads used in the start map and Buried by Time and Dust. Can you guys tell me?
I used mostly kingpin textures, I used a little id vanilla stuff and maybe some knave, there were a few mafia 1 / 2 textures as well.
You can extract the textures straight from the maps via JACK.
#152 posted by Rick on 2016/10/25 18:56:51
or TexMex.
#153 posted by Mugwump on 2016/10/25 18:58:20
You can extract the textures straight from the maps
Yes, I know, but it doesn't tell me the textures' origin. I need to know that to find hi-res replacements. Thanks. Ionous?
#154 posted by Some Guy on 2016/11/05 21:29:24
Is this going to be uploaded to Quaddicted at some point? The first 7 Func Map Jams are there, after all.
#155 posted by Mugwump on 2016/11/06 02:53:33
Probably, but Ubiquitous' Symphony of Science isn't even there yet while it was released almost a full month ago. Spirit must be busy with other stuff.
Just Wondering
#156 posted by Newhouse on 2016/11/12 21:28:04
I sent him e-mail days ago, asking about this "packing" since I'm noob. How normally this custom quake content ends up being in Quaddicted site? Do we need to sent them for someone or through some system?
#157 posted by Mugwump on 2016/11/12 21:34:35
Usually you just have to send a PM to Spirit with your map in a .zip archive.
Does anyone know what's up with Spirit? Why is it taking so long?
Moving House?
#158 posted by distrans on 2016/11/13 08:00:04
...
Nobody has sent the pack to him, the pack needs to be patched with the latest AD map and have the config.cfg removed.
I've been to lazy to do this. Feel free to do it yourself if you like.
"latest AD map" sorry I meant, "latest AD patch"
AD Patch
#161 posted by Mugwump on 2016/11/19 18:58:30
Yeah, I can take care of it. I'll also include NewHouse's update while I'm at it. Should I put the whole patch inside the repack or only the correct progs.dat?
So to save on space with the original release I removed any (level) bsps that weren't bsp models to save space. I also removed any skyboxes that were not used in the releases.
So I guess if it includes any extra skyboxes or maps, then remove those?
#163 posted by Mugwump on 2016/11/24 08:01:21
So, I'm repacking jam8 with the latest AD patch. It includes a \textures folder containing 3.89Mb worth of alpha masked textures (grates, cobwebs, vines, windows). Should I include it in the repack or is it unnecessary? I think not since they weren't in the original release, but I prefer asking just to be sure.
#164 posted by Mugwump on 2016/11/24 08:06:10
Also, should I remove that map_hacker.jpg mentioned by dwere?
Hey Mugwump
Another 4 megs isnt going to break the bank for peace of mind.
Up to you with regard to the jpeg.
#166 posted by Mugwump on 2016/11/24 10:03:58
OK, thanks. Repacking done. Added:
- latest AD patch;
- NewHouse's update;
- Darkplaces instructions.
Removed unnecessary config files.
Kept the textures folder AND the map_hacker.jpg. Not sure why it was included in AD but I'm thinking Sock may want to keep it this way, and the user who's really bothered by it can always delete it himself.
I can upload it tonight (GMT+1) but I was thinking of doing something about the maps that don't have any music track assigned. Question for the authors: would you guys be cool about this and do you have a preferred track number?
Also, along those lines I wanted to add my main theme to the start map. The thing is, since it wasn't gonna be ready for the original release, I put it aside and it remained unfinished, as I had more pressing matters to attend to. I can finish it but it will delay the release of this repack. What say you, Naut? Yay or nay?
#167 posted by Newhouse on 2016/11/24 11:49:48
Thank you Mugwump for being more active with this things*
Ionous
#168 posted by Mugwump on 2016/11/27 14:46:00
I still need an answer from you: do you have a preferred track number or can I assign any one I want to your map? I think track06 with its tense slow pulse would fit the mood of your map well. Unavailable track numbers:
- track03: unused but normally assigned to intermission screen;
- track04: will be assigned to start map like in the original game;
- track05: used by Pritchard;
- track09: used by Shamblernaut;
- track11: used by NewHouse.
@Shamblernaut: I'm still waiting for your answer about the further delay needed to finish my theme music. Is it OK or do you prefer if I release the repack sooner but without it? Also, can I include Seven's film scratch & grain shader for DP or should I keep it separated?
Mugwump
#169 posted by ionous on 2016/11/27 16:02:09
Sure, track06 is fine.
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