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?
Fucking Great Map !
#178 posted by Barnak on 2017/07/18 17:20:55
I just played a bunch of randomly selected maps that I keep in my good maps collection, then suddenly reloaded Sepulcher by chance (using a new randmap command in QS). And geez all the other maps are so pale compared to Sepulcher !
When will we see a new map comparable to this one ? I guess there will be no other map like this !
Boglord
#179 posted by Jaromir83 on 2017/07/18 18:30:31
ah! there is a blueprint on G1ftmacher's twitter
How To Free The Boglord
#180 posted by Qmaster on 2017/07/18 19:04:27
First, kill the kraken children, then find the lich fiend, ride its back to get up to the bog lord key room, bake the cracked brick, and remember to salt the fries! Then put the boglord key in the cake, slide it through the crack and voila! Boglord boogie time!
Anyone Found All The Secrets Without Help?
#181 posted by Lo Frag Traff on 2017/07/19 22:21:13
i'm at the point now where i've scoured the map, and i would love to see a youtube/twitchtv/quake demo from someone showing them.
i have about 36, and i do really need to pour over the gold key area, as i have not done that thoroughly as yet.
i'm literally stumped with that boglord courtyard area, as there are still some areas i cannot figure out how to access.
Boglord Room
#182 posted by Qmaster on 2017/07/19 22:27:26
Most irritating room ever for a completionist...too many honeycomb pockets. If it weren't for this one room, I would have appreciated this map more, but really an alcove every 64units is just too much.
I've only found 47/50. Can't find the lich fiend. Ran out of time.
Baz
#183 posted by DaZ on 2017/07/19 23:31:43
just fyi, setting host_maxfps above 72 can cause weird physics issues in Quake, ie lifts and doors hurting you when they move, etc.
Unless there has been some fix applied in Quakespasm that allows this without bugs now? Playing at 144hz would sure be nice :)
#183
Agreed. I play at 144hz and had to rework an entire section of a map (of course my favorite section too!) because of this. I wasn't sure if it was my host framerate and I think I did lower it to test - I'll need to go back and do this again. The deaths seemed pretty random but I didn;t want to kill the player like this unexpectedly. But yeah... would be great to "safely" play at 144hz.
Really??
#185 posted by Qmaster on 2017/07/20 00:24:28
Back when I used Darkplaces I got 300-400fps most of the time and never noticed anything. Huh.
I Play At 72fps
for precisely this reason. Although 144fps is buttery smooth
Teleport Effect
#187 posted by Qmaster on 2017/07/20 01:22:01
Is the new teleporter particle effect only supported in spikespasm? What's it called, I want to use it for a vortex thingy.
@Qmaster
take a look at #77 above. Spike goes over what the effects a bit.
#189 posted by Jaromir83 on 2017/07/24 08:44:37
I think it is safe to call this one THE best level ever, does anyone disagree?
#189
#190 posted by mh on 2017/07/25 10:21:02
It's a good map, it's even a great map, but best ever? I don't think any Quake map can be called that. There's lots of different gameplay styles in Quake, and this map covers many of them for sure, but it fails at times when I want a simple short map for 10 minutes of entertainment and escapism. A wham-bam-thank-you-ma'am map. In fairness it never set out to be that, so it seems churlish to criticize, but truth is that this kind of map is also a valid gameplay style.
It's certainly the most fun I've had out of a single map in a long long time though; no arguments there.
#191 posted by din on 2017/07/26 02:04:37
Hordes Of Zendar is the real jewel in the crown but it was an excellent map before it got the AD once over. I also strongly feel that Leptis Magna and Swampy also place higher but after that it could come anywhere.
Best Or Not
#192 posted by Kingold on 2017/07/26 08:56:20
This is surely a technical marvel and a great place to lose yourself into for exploration. But personally I am not a big fan of the (almost) excessively intricate layout and the slower game play pace, especially when compared with maps by Tronyn.
Don't take me wrong. I still can appreciate such a map and the dedication needed to polish it to such level of exquisiteness, and can still submerge myself in the atmosphere it oozes. It's just my personal liking that I prefer the more straightforward approach adopted by most of Tronyn's maps.
Speaking of which, when will Tronyn release another of his great maps again? Last time I heard, he has been working on an addon that includes all of his maps in their more updated/polished state and also something entirely new. Any news?
Ok..that's It!
#193 posted by Lo Frag Traff on 2017/07/30 11:47:38
i've gone through the whole map looking for the rest of the secrets, and i have managed to find 39.
so has anyoner found them all?
and have they got a video showing it?
Secrets.
#194 posted by Shambler on 2017/07/30 14:02:54
From this thread:
generic - 49
Qmaster - 47
Shambler - 46
So, errr, ask generic ;)
..true..
#195 posted by Lo Frag Traff on 2017/07/30 15:11:26
from what i could see, there were two areas where it looks as though there were secret areas, but i just couldn't figure out how to reach them.
1) the boglord room:
this had one wall were i could see areas with secrets, but i could not reack them.
2) the final lift area:
there were some areas here that i couldn't get to.
i should have taken screenshots of these areas, but i forgot.
have you recorded a demo?
Generic / Qmaster
#196 posted by Lo Frag Traff on 2017/07/30 15:12:30
you two got demos showing the secrets you found?
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