Oh No I'll Have To Play The Map Again
#226 posted by mwh on 2016/01/08 04:29:16
It's a disaster
Sock
#227 posted by Barnak on 2016/01/08 05:39:20
I'm still unable to get the rune. It is showing up there, above the bars. I can go inside that tube and walk on the rune, but nothing happens. I'm unable to remove the bars (so the rune fall on the ground, right ?). Of course, I pressed both buttons above that final room (so the rune appears above the bars). I also played alot with the crushers. I'm still stuck.
I played your previous version of this map, that you released some times ago. It was working great. Ok, I know that you made some changes for the ad pack. But did you changed the interaction with the rune too ?
Ericw Et Al.
Thanks and woops no litigation was intended.
Game Command
#229 posted by Qmaster on 2016/01/08 14:45:29
Can't the worldspawn function check for the status a boolean variable, then if false perform a localcmd of exec quake.rc? quake.rc could set the variable to true by default.
Obd Rune Again
#230 posted by Barnak on 2016/01/08 19:32:10
I need to know this, if it's really NOT a bug.
Is it normal that walking on that rune shown below (with "magic" bubbles), doesn't take the rune ?
http://postimg.org/image/5mezt7m1l/
As you can see, I'm inside the tube, with crusers in the up position.
I also killed 302/302 monsters, and found 10/10 secrets.
So what am I missing if this is not a bug ?
#231 posted by Baker on 2016/01/08 21:49:06
3 party point of view:
A. The screen shot does not show the HUD, therefore one cannot judge if you already have the rune.
B. If you really want to be helpful, you should provide a save game file which would allow someone to examine what you are experiencing.
Qmaster
#232 posted by necros on 2016/01/08 23:02:39
I think it might be possible. If you used say the scratch1 var maybe?
#233 posted by dfg on 2016/01/09 00:13:01
@Barnak
Just took the rune in that map. It works fine. I pressed all the buttons.
Maybe you didn't get the tome of power, if it's related?
btw, propos to the maker of the map. I spent easily 15 minutes, 50 shells and 20 nails searching for the way to open the purple key vault. I didn't think of look up from the arena place until I had wasted lots of ammo thinking the button was hidden inside a breakable.
I couldn't find the last secret, though. Only 9/10 :(
The same happened in ionous' map. eighth secret is well hidden!
#234 posted by Spirit on 2016/01/09 15:24:23
Spirirt Holy Shit
#235 posted by Zwiffle on 2016/01/09 15:55:58
Death Wish looks amazing!
Unfortunately
#236 posted by Zwiffle on 2016/01/09 16:23:52
Setting it up is turning out to be a fucking nightmare :) so I give up
Rune Again
#237 posted by Barnak on 2016/01/10 02:55:41
Here's a short demo showing my problem. I show that I killed every monsters, found all secrets, walk on the rune and nothing happens. The magic is still on the rune, and yet I did pressed all buttons.
http://www.filedropper.com/rune
Please I need an hint, if this isn't a bug on my installation.
#238 posted by Spirit on 2016/01/10 12:29:23
Playing Firetop Mountain at the moment. Some more punctuation would help parse the books more easily, I sometimes did not notice where sentences end. I feel so special for finding that quest!
Rune Mishap
#239 posted by sock on 2016/01/10 12:54:59
Here's a short demo showing my problem.
You have rune 2 already, you cannot pick it up again!
Rune Locations : 1=crucial, 2=obd, 3=swampy, 4=mountain
@Spirit, The ghost knight was very much rushed at the end, last 3 days of development, there is spelling mistakes as well. :/
#240 posted by Spirit on 2016/01/10 13:09:15
So worth it, I LOVED the map and this was a big part. Its navigation gets blocked by the player btw even though it should just walk through it.
Thanks!
#241 posted by Barnak on 2016/01/10 16:15:57
ah, thanks Sock, I think I know what have happened.
So this isn't a bug.
The rune feedback is lacking in quake. I don't have any indication in the hud that I have a rune. Or maybe there's something I missed in the interface.
Sock
#242 posted by Barnak on 2016/01/10 16:32:17
I wanted to say that swampy is certainly one of the best map that I ever saw in Q1, and even in any game that I've played.
Actually, it may even be THE best map ever created, I don't know yet (I'll have to compare with a few other favorite maps). There are so much awesome maps in Q1 now.
So THANK YOU A LOT for this *A*W*E*S*O*M*E* work !
This is even creating a "problem" for me : I'll have to rise the bar pretty higher for the maps in my collection, reply all of them, and trash the ones that feel too oldish or aren't of extremelly high quality. I don't want to have too much maps in my collection, since it's becoming a nightmare to choose one to play !
Rune Vision
#243 posted by sock on 2016/01/10 16:40:07
The rune feedback is lacking in quake
You can increase the hud information in quake by using the +/- keys which are console commands "sizeup" "sizedown".
The AD start map has a room under the skill selection pillars (under the lift access), as the player collects runes they appear on shelves and eventually the portal turns red once all the runes are collected.
@Spirit, yeah the ghost has collision when it walks so that it can move around the world. I really needed more time to fix that!
Ghost Stories...
#244 posted by Barnak on 2016/01/10 16:47:33
The ghost story in mountain is great. Maybe just a bit too easy.
I love this map too.
Good Foundatons
#245 posted by sock on 2016/01/10 17:01:50
I love this map too.
I am well aware that everyone would be declaring swampy as the best map ever! I did not create the mod to personally make maps (I have released plenty of quality maps already), the mod for me was about Quake Code, the art assets, the new various environmental systems and a good foundation for other people to use for their own creations.
A good map is the sum of many good things!
#246 posted by JneeraZ on 2016/01/10 17:21:21
OK, don't get all defensive about it. :) You did good...
Teams > Individuals
#247 posted by sock on 2016/01/10 18:14:44
@JneeraZ, I am not being defensive, I want everyone to realize this mod was the sum of many good people. Scampie/lun helping to balance the monsters, to the support of eric making sure the compiling/map issues get resolved, to fifth/ionous suggesting crazy new features and mfx making damn amazing maps!
There are plenty more examples of what everyone did with the mod, I just think people underestimate what a team can do and often focus on individual components instead of the whole.
#248 posted by Oldone on 2016/01/10 19:41:19
So mfx made all those maps?
Damn.
Map Authors Are Listed In The Readme
#249 posted by ericw on 2016/01/10 19:46:12
#250 posted by JneeraZ on 2016/01/10 20:36:44
No, mfx wrote the code.
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