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Posted by Lunaran on 2019/06/21 01:13:13 |
A dual release for Quake's anniversary this weekend:
1. >> Copper Quake, a "Vanilla+" mod that polishes and refines Quake's singleplayer gameplay. It grinds off the roughest edges we've all just gotten used to over the last two decades without moving away from what Quake is at heart, and expands opportunity for high-level play. For example: Nightmare difficulty is an actual playable mode!
Read all the detail about it you desire, and download it, from the Copper site:
http://lunaran.com/copper/
2. >> A 7+2 map episode to go with it called Underdark Overbright. It's like czg, sock, and headshot had a sexy baby, featuring guest mapper Scampie!
Download it too: http://lunaran.com/copper/download.html
or ogle screenshots: https://imgur.com/a/fUrOYY6
UPDATE July 16: new version 1.05 is now available, follow the links above. |
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#184 posted by iw on 2019/07/22 11:19:14
@A_COC0NUT: I'm not sure why e3m5 is giving you trouble -- if I play e3m5 with Copper 1.05, all secrets work as expected. I'm testing with QuakeSpasm 0.93.1.
If you could give a bit more info, I might be able to help diagnose. My first questions would be:
* Which engine are you playing with (and what version number)?
* e3m5 has two secrets with teleporters: the first secret, which is in the hallway with the flashing lights, and the last secret, which is in the room with the exit portal. Which one isn't working for you?
* When you say the teleporter secret doesn't seem to work, do you mean that the teleporter is failing to teleport the player, or something else?
@iw
#185 posted by A_COC0NUT on 2019/07/22 17:35:38
sorry I was a bit too vague. It is the first secret in the flashing hall. The teleporter in the secret does not trigger. I am using VKQuake 1.01. Thanks for any help.
#186 posted by iw on 2019/07/22 19:47:58
@A_COC0NUT: this is just a guess, but are you by any chance loading a saved game on e3m5?
If so, could you try letting QuakeGuy die, so that the level restarts, and see if the teleporter works after that?
@iw
#187 posted by A_COC0NUT on 2019/07/22 21:33:23
Thanks. I feel like an ass now since that is such an obvious thing to try in the troubleshooting process. It works now.
#188 posted by iw on 2019/07/23 02:33:48
There's no reason to feel like an ass; you've raised an important point, which wasn't obvious, and which might affect other people, too.
The underlying issue seems to be that Copper v1.05 is not backwards-compatible with saved games from Copper v1.00.
Based on your description, my hunch was that you had saved your game with Copper v1.00, then installed v1.05, then loaded the saved game. If I do this, I can recreate the problem you described in e3m5.
Unfortunately, because v1.05 makes a number of behind-the-scenes changes to the code, if a v1.00 save is loaded, some things (like teleporters, evidently) will go out of sync. I expect this would affect saves for any map.
The reason I suggested dying and restarting the level is that that will refresh the state of everything in the current level, which will likely fix issues in most cases (though it may not fix all issues in all cases).
I should emphasize that the lack of save-game compatibility is not a mistake on Lunaran's part. Because of the way Quake save-games work, it's practically impossible to make significant changes to a mod without breaking save-game compatibility. And there were some significant changes in Copper's code between v1.00 and v1.05.
However, I think the fact that v1.05 is not backwards-compatible with v1.00 save-games is not documented anywhere at present?
Lunaran, would it be worth pointing this out to players, if only as a note on the download page or something?
#189 posted by Lunaran on 2019/07/25 06:33:55
Yeah, that's a good point. Demos probably aren't compatible either. I've updated the downloads page to mention this.
Regarding Fiends on heads: one of the reasons the land-on-head kill seems like a bug is that it's framerate dependent. Damage happened every frame a touch was called for, which meant more instant death when the engine can call those touches more frequently.
It's worth noting that Fiends (or other leaping melees) landing on your head is still very dangerous. If you don't dodge in time and you do wind up in a stacked bounding box situation, the damage still happens every 200ms, which in a Fiend's case is ~240dps (as opposed to every 14ms, for a ridiculous ~3200dps). That's still pretty scary, but a fraction of a second is actually a decent reaction window in Quake - enough time to get out from under the thing before your situation gets too bad.
It's so rare, though, nor is it really obvious why bounding boxes that touch in two different planes should cause such drastically different outcomes.
Großartige Episode
#190 posted by Neobis on 2019/08/09 16:26:46
In the last 2 weeks I've played the episode through once. Here is the result of my efforts! That's a complete 100% through run. Right now I'm playing the end level, which you have to load separately.
Copper Quake - Underdark Overbright - Trapped in the Past - [100%]
https://www.youtube.com/edit?o=U&video_id=TKv2p2PCSvQ&ar=1565359947258
Copper Quake - Underdark Overbright - Space Jam - [100%]
https://www.youtube.com/edit?o=U&video_id=ITIh8f8bVSg&ar=1565360204415
Copper Quake - Underdark Overbright - House of Pain - [100%]
https://www.youtube.com/edit?o=U&video_id=NW6dQn4gxQo&ar=1565360291493
Copper Quake - Underdark Overbright - Pit of the Living Dead - [100%]
https://www.youtube.com/edit?o=U&video_id=Tt2LhQgoPKQ&ar=1565360326749
Copper Quake - Underdark Overbright - A Saint Nobody Has Heard Of - [100%]
https://www.youtube.com/edit?o=U&video_id=s7WxJ2IrT3o&ar=1565360355113
Copper Quake - Underdark Overbright - Last Waltz - [100%]
https://www.youtube.com/edit?o=U&video_id=18wo23KLoII&ar=1565360382057
Copper Quake - Underdark Overbright - How Deep Is Your Lava - [100%]
https://www.youtube.com/edit?o=U&video_id=WlQiff7bgNs&ar=1565360412285
Copper Quake - Underdark Overbright - A Drowning - [100%]
https://www.youtube.com/edit?o=U&video_id=Ii1n8RtCxxU&ar=1565360259269
#191 posted by metlslime on 2019/08/09 18:44:21
hey those links don't work, it just redirects to "my videos"
Sorry About The Wrong Links.
#192 posted by Neobis on 2019/08/09 19:50:54
Copper Quake - Underdark Overbright - Trapped in the Past - [100%]
https://www.youtube.com/watch?v=TKv2p2PCSvQ&t=241s
Copper Quake - Underdark Overbright - Space Jam - [100%]
https://www.youtube.com/watch?v=ITIh8f8bVSg
Copper Quake - Underdark Overbright - House of Pain - [100%]
https://www.youtube.com/watch?v=NW6dQn4gxQo&t=53s
Copper Quake - Underdark Overbright - Pit of the Living Dead - [100%]
https://www.youtube.com/watch?v=Tt2LhQgoPKQ&t=351s
Copper Quake - Underdark Overbright - A Saint Nobody Has Heard Of - [100%]
https://www.youtube.com/watch?v=s7WxJ2IrT3o&t=190s
Copper Quake - Underdark Overbright - Last Waltz - [100%]
https://www.youtube.com/watch?v=18wo23KLoII
Copper Quake - Underdark Overbright - How Deep Is Your Lava - [100%]
https://www.youtube.com/watch?v=WlQiff7bgNs
Copper Quake - Underdark Overbright - A Drowning - [100%]
https://www.youtube.com/watch?v=Ii1n8RtCxxU
#193 posted by maiden on 2019/08/09 20:44:46
That shambler model is so ugly I barely recognized it.
Holy Fuck.
That is not only comically ugly looking, but also broken less than a minute in - that Nailgun in map 1 is supposed to be a ramp jump!!!
Neobis
#195 posted by Lunaran on 2019/08/10 03:05:39
Graphical upgrade mods don't get a lot of love around here (although I understand why) but thank you for sharing!
Pretty Sure This Hasn't Been Posted Here Yet
#196 posted by sevin on 2019/10/09 16:52:39
Just loaded up the mod for the first time, I'm very excited to try it out. I noticed that the jump sound is truncated when jumping in shallow water, like in the start map of udob. It seems to be linked to water depth, as the sound lasts longer when jumping from slightly deeper water. I guess it stops playing when the player model completely leaves the water brush?
Also loaded up E1M1 with Copper and got the same bug.
#197 posted by mtk on 2019/10/27 09:44:17
Underdark Overbright
Scale 1-5, Higher is better.
Finished: 2019.10.25
- [x] start 4
- [x] udob1 4
- [x] udob2 4
- [x] udob7 4
- [x] udob3 4
- [x] udob4 4
- [x] udob5 4
- [x] udob6 4
- [x] end 5
Verdict: 5/5 for very high quality across all levels, which is unprecedented. A must play.
Stuck On End Map
#198 posted by razer_ on 2019/12/04 04:58:11
I can't figure out how to get up on the ledge above the water in the beginning of the End map. The lava looking teleporter doesn't do anything. Is this a bug?
#199 posted by yhe1 on 2019/12/04 05:53:39
Since this thread got bump up let me ask a question for Madfox. In the Chasm mod, When a new chasm monster attacks an enforcer, the enforcer will turn around and run towards the attacking monster, but never firing back. I know that the copper mod makes extensive changes to infighting, so I am curious to see how infighting works and what could be causing the enforcer issue? Perhaps Lunaran can shed some light?
RE: Stuck On End Map
#200 posted by razer_ on 2019/12/07 02:50:50
I figured out what was causing the weird bugs with the lights near the easter egg area and the teleball_spawn on the End map.
My unzip program was set to unzip UDOB without the full paths, so it was putting all the files in the same folder instead of their subfolders. I did a fresh install of Copper and UDOB and got things to work.
There is also a setting to make sure extracted files have a containing folder and that should be turned off. Otherwise, it will create a UDOB folder inside Copper, which will also cause a problem.
Use 7Zip
#201 posted by ijed on 2019/12/14 21:27:34
7 Zip
#202 posted by mfx on 2019/12/14 22:05:32
Sorry For Bump, But
#203 posted by shpuld on 2020/09/19 17:42:33
A bit of a latecomer for the this, but the udob map pack was amazing, the most fun I've had in a pure singleplayer shooter in a while. I love how much varied interesting gameplay lunaran was able to create without adding new monsters or weapons or anything like that, I had a blast all the way through. The remade start and end were a cherry on top. I also don't regret going for 100% secrets either, most of them were really fun to hunt and the payoff never let me down, a few of them felt a bit unreasonable with switches just hard to see. Thanks a lot for making this.
The End
#204 posted by arkngt on 2020/09/19 21:30:56
Does anyone know of a demo or video of the end fight? I've been playing through the game with Copper on Nightmare and it has been very fun, but I'm stuck in the boss battle against Shub Niggurath and can't figure out how to finish it.
I even turned on god mode after a long while just to understand how to actually do it, but that didn't help either.
Pointers?
#205 posted by arkngt on 2020/09/20 22:37:03
I honestly don't understand what I'm supposed to do in the end fight. Anyone who can give me some directions?
[spoiler]
I've lowered the three altars.
At some point (don't understand why/when) the portals lead to some kind of innards. Inside I can destroy one red membrane which opens up a room where I can destroy a red thingy in the ceiling. I can also dive through lava to reach a room where I can destroy another red membrane.
There's a gate which shuts close when coming close to it. My guess is that I have to find a way to get inside and maybe destroy a last red thingy or something, but I have no idea how to get past it.
But, in short, I have no idea what I'm supposed to do.
[/spoiler]
Arkngt: (Spoilers)
#206 posted by metlslime on 2020/09/20 22:47:16
Each powerup has a useful role to play
Arkngt
#207 posted by gila on 2020/09/20 23:37:25
> At some point (don't understand why/when) the portals lead to some kind of innards.
just like in original Quake, the portals will teleport you to the position of the floating white spiked sphere - you have to wait for it to pass through Shub and then enter the portals
MORE DETAILS AND SPOILERS:
> I can also dive through lava to reach a room where I can destroy another red membrane.
you don't go diving into lava (which also has many spike shooters) without a certain powerup, right?
> Inside I can destroy one red membrane which opens up a room where I can destroy a red thingy in the ceiling.
that red wall requires certain amounts of burst damage, non-poweredup weapons are not enough.
> There's a gate which shuts close when coming close to it. My guess is that I have to find a way to get inside and maybe destroy a last red thingy or something, but I have no idea how to get past it.
the gate shuts down because there's a huge eye that sees you. you need a different kind of powerup for this one as well... hm...
#208 posted by arkngt on 2020/09/21 12:22:53
SPOILERS:
Thanks for the answers! I did try to destroy the eye but not with a certain powerup, so I'll get back to it!
I also assumed the spiked sphere had a role just as in the vanilla fight, but didn't realize how.
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