#153 posted by ericw on 2017/07/11 23:36:01
ad_sepulcher is currently distributed as a patch that needs to be extracted on top of an AD 1.50 installation.
I don't think quake injector can deal with AD_sepulcher properly, for now I would just follow the install instructions in ad_sepulcher_readme.txt in the AD_sep download.
"ad sepulcher unavailable" means the ad_sepulcher files weren't installed on top of the AD1.5 install.
btw you can play ad_sep without beating the rest of AD first.
Aha!
#154 posted by Baz on 2017/07/12 02:06:43
i have just done a manual install of ad, the patch & ad sepulcher.
i was trying to add the '-heapsize 256000 -zone 4096 -game ad +map ad_chapters' command to the main qs .exe.
i didn't realise that i had to create a shortcut of the exe, then add it to the target line.
it loads, AND it now says 1.6, top stuff!
just to check:
-heapsize 256000 -zone 4096 from the ad readme.
-game ad +map ad_chapters from the ad sepulcher readme.
combined as -heapsize 256000 -zone 4096 -game ad +map ad_chapters in the shortcut target line is correct?
it hasn't crashed yet.
You Should Be All Set
#155 posted by ericw on 2017/07/12 03:00:26
-heapsize 256000 -zone 4096
are the defaults in QS for the last few versions so you don't strictly need to specify them.
#156 posted by Mugwump on 2017/07/12 10:24:27
you don't strictly need to specify them
That's good to know. I've been adding these params to my QS shortcuts automatically, now I don't need to.
#157 posted by anonymous user on 2017/07/12 12:59:04
i'm good to go, then!
there are some odd frame drops that last for about5-10secs.
it's not related to looking at any specific sections/areas.
if you walk back, then forward to where you were again, it seems to go away.
just mentioning this, as i hope there is nothing wrong with my pc.
a 660 & i3 should be fine for this mod, i assume?
Lol
#158 posted by Qmaster on 2017/07/12 22:12:34
I've been adding heapsize and zone fluff to my command line forever too. Heck I think I even wrote it into my autoexec
Baz
#159 posted by sevin on 2017/07/13 05:50:07
I get stutters in the first few areas, they eventually go away for me later on.
144hz
#160 posted by Baz on 2017/07/13 13:25:44
ok,
not that you really NEED anything more than 60, and 144fps would probably knacker up the physics, but just 'cause i've noe got a 144hz monitor, i wanted to try this map with it.
the skill map is fine, but upon entering forgotton sepulcher, idrops down to 60 instantly.
then again, it IS a very very intensley detailed map, isn't it?
Explorer-fest!
#161 posted by Baz on 2017/07/13 13:30:01
so much to see and do.
loads of twists, turns and hidden paths.
tbh, i play this very tentatively, definitely not running in there like rambo.
as such, if people were watching me play, it might drive them mental!
i haven't been playing this all in one go atm, and as i have not played quake for 3 years, i am playing this on normal.
after, i'll up it to hard.
#162 posted by mh on 2017/07/13 15:17:30
the skill map is fine, but upon entering forgotton sepulcher, idrops down to 60 instantly.
Try disabling the extra particles (check the readme for the exact command for that) - I've done some benchmarks and these particles can account for up to 50% of your frametime in this map.
144Hz
do you have host_maxfps set to 144 or higher?
Nice!
#164 posted by Baz on 2017/07/14 08:42:14
cheers mh, i'll try that when i get home from work.
no dumptruck, i have it set to 144.
Not Sure Where To Start
#165 posted by Baz on 2017/07/16 01:42:35
ad_sepulcher_readme
not sure how to deal with the particles in this file.
Secrets
#166 posted by Baz on 2017/07/16 23:10:57
has anyone done eplaythrough video where they find all the secrets?
#167 posted by mh on 2017/07/17 10:43:39
ad_sepulcher_readme
not sure how to deal with the particles in this file.
My mistake, it's actually documented in the supplied quake.rc
#168 posted by Jaromir83 on 2017/07/17 14:47:28
unbelievable amount of details! felt lost at first mainly due to the new over-the-top particles/low FPS, but once I started the game using
quakespasm-admod.exe
and not
quakespasm-spike-admod.exe
everything was ok
Oh
#169 posted by Baz on 2017/07/17 18:58:19
so i can just use quakespasm-admod.exe and that will (by default) load the map without the particle effects?
mh:
sorry, i still do not know how to do this.
i simply assumed where it says this:
// 1024 Turn ON particle system (default OFF)
i just delete ON ans type OFF, then save the file, load the map etc.
Just Tried It
#170 posted by Baz on 2017/07/17 19:20:24
a definite improvement.
although it dropped to around 65-70 in that swamp section that leads into the main area where you fight the boglord.
could be the greenish fog?
120-144 looks nice, but 60 is fine, as quake is designed to run nice at 60 anyway ;)
@Baz
#171 posted by mh on 2017/07/17 21:49:42
IIRC the default value for the temp1 cvar is 5120 so just set it to 4096 instead and restart the map.
Hey Sock
#172 posted by Qmaster on 2017/07/18 01:13:14
I thought of another bug/glitch? in 1.50 (havent tested in 1.6). In your SUB_Usetargets function, you have a check that prevents an entity from targeting itself if the targetname == target. This breaks the ability to do the high-fps animation using a func_wall and Preach's relay setup as described in his blog here: https://www.google.com/amp/s/tomeofpreach.wordpress.com/2016/02/10/high-fps-texture-animations/amp/
Please delete or comment out this check, it prevents certain logic from working.
Forgotten Sepulcher Won't Start
#173 posted by Berzerk on 2017/07/18 06:08:36
I tried to make "The Forgotten Sepulcher" work on a clean install of Quake (GOG version) + Quakespasm-spike Engine but it won't start. After the 3dfx logo intro I only get a flashing screen followed by a "couldn't create window" error message a few seconds later and that's it. I don't know what to do to fix this. Any kind of help is really appreciated.
Note: normal Arcane Dimensions (1.50 final + patch1) with Quakespasm 0.92.1 is working just fine though.
#174 posted by ericw on 2017/07/18 06:22:02
After the 3dfx logo
Try removing OpenGL32.dll that came with GOG's quake install (save a backup if you want.) Assuming you don't actually have a 3dfx card :-)
#175 posted by Berzerk on 2017/07/18 06:31:59
@ericw
I have a GTX 1060
I'll check if removing that file will make it work.
Forgotten Sepulcher Now Working
#176 posted by Berzerk on 2017/07/18 06:45:16
Removing the OpenGL32.dll fixed the problem I had.
Thanks so much for the fast help ericw. :)
#177 posted by Jaromir83 on 2017/07/18 08:42:36
how do I release boglord?
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