#226 posted by ericw on 2017/08/09 20:07:09
Would someone be so kind as to give foolproof instructions on how to compile this on Linux?
Should be the same as post #11 except you also need the zlib dev package from your distro ("sudo apt-get install zlib1g-dev" for ubuntu/debian)
@Barnak
#227 posted by mh on 2017/08/09 21:30:46
The message means that you now have the key, although there isn't a status bar icon for it. You don't get to use it until near the end, though.
What About The Planets Alignment In That Newton's Room ?
#228 posted by Barnak on 2017/08/10 02:43:18
What is this thing doing ? Is it just "decoration" ?
508/509 Kills, 41/50 Secrets, But...
#229 posted by Barnak on 2017/08/10 04:18:36
what the fuck are the planets doing ?
And where hides the last monster ? After countless hours exploring the whole map, I'm unable to find the last coward.
And I need to solve that planets mechanism mystery.
And geez that map is amazing !
Sock, If You're Reading This...
#230 posted by Mugwump on 2017/08/10 04:53:22
although there isn't a status bar icon for it.
Would it be within the realm of possibilities for the final 1.6 release to have a custom AD HUD a la -hipnotic that could display any custom key, provided that said key comes with its dedicated icon?
Custom AD HUD
#231 posted by mh on 2017/08/10 05:39:26
Also needs engine changes.
I recall Sock posting something, here or elsewhere, that indicated he was looking at doing something with centerprints for this.
Yeah, A Centerprint Menu, I Know,
#232 posted by Mugwump on 2017/08/10 16:11:50
and it's cool but TBH it's a kinda makeshift solution. A custom HUD would be better. As for engine changes, modern engines already support the hipnotic HUD, so I assume it wouldn't need much more tinkering. AD wouldn't run on vanilla engines anyway.
The CRYPT Key...
#233 posted by damage_inc on 2017/08/10 16:24:36
Is it really that hard to find, it's driving me bonkers?! :(
I have 40/50 secrets, 470/508 baddies and I've been wandering around for hours now. Looking for that damn key!!!
Did it fall out of the map, hahaha
Anyone Here Found The Planets Room ?
#234 posted by Barnak on 2017/08/10 16:31:44
What the hell is the mechanism doing ?
No..
#235 posted by Lo Frag Traff on 2017/08/10 17:01:05
daz found it on his video.
it seems to have some door that only opens at a certain time, or when you do something later on?
i remember passing it, but it didn't open for me like it did when daz walked past it.
Has Quake1 Turned Myst-like ?
#236 posted by Barnak on 2017/08/10 17:42:04
... or Raven-like ?
@damage
#237 posted by sevin on 2017/08/11 01:30:44
I only found 27 of the secrets in my short run-through; the crypt key was one of them. It just allows you to open a door that connects the middle areas to the final areas. It doesn't open anything new. Don't remember where I found it.
@sevin, @LoFrag
#238 posted by damage_inc on 2017/08/11 01:57:51
Thanks. I just found it :) It's accessible at any time, as long as you know the path to get to it!
Thanks mh, for some reason it gave me a shared library rather than an executable after compiling but it runs anyway.
No Secret Is Hard To Find!
#240 posted by quakeulf on 2017/08/11 12:51:50
noclip to the rescue.
(I admit to noclipping a lot but mostly to see and learn how the maps are made and come together in-game...)
Some Secrets You Can't See
#241 posted by Mugwump on 2017/08/11 13:53:38
even when noclipping.
Ericw: #226
Thanks very much! Sorry, I missed your response earlier.
2 4-Hour Sittings, 5 Replays And Still 48/50
#243 posted by QuakePone on 2017/08/12 08:22:37
Walkthrough Please?
#244 posted by iBolski on 2017/08/13 23:21:07
Awesome level. The architecture and layout are outstanding. However, I'm stuck. I can't seem to find my way out. How to you get out of this level? Is there a walkthrough anywhere? This alone is like an entire game. Great job, but need some more help. I've chopped up all the bodies on 14 total altars. I've defeated what I believe is the boss after letting him out. I've found three keys I believe (I can't remember).
#245 posted by ericw on 2017/08/13 23:36:13
https://www.youtube.com/watch?v=K8JWgsz8-lQ
This video shows how to run straight to the exit
Ahah ! A Secret Under A Lift !
#246 posted by Barnak on 2017/08/15 04:08:56
I found that one, at last ! Yep, Sock made a secret under a lisft !
Can I Get The Wad Files For Ad Maps?
#247 posted by boristhesp1der on 2017/08/16 18:24:22
i'd love to merge start and ad_chapters into a single map, but I can't compile my frankenmap since I'm missing most of the necessary textures. ad_chapters relies on wads from the actual maps it displays instead of having a wad for itself. ad_start.wad is included in the maps folder for some reason, but the others are not.
i've looked through the mapping section of the ad readme file, the files included in the ad devkit and searched online for these files, but to no avail. I can't easily extract them using bsp2wad either since I have no x86 windows available to me. I know you can set up a virtual machine to get around that problem, but I figured I'd ask for other solutions here first.
right now I'm using trenchbroom, and it doesn't seem to be able to access the textures from the bsps directly. i read the the section about setting mods up in the trenchroom manual, no mention of anything other than wads. Do other editors like worldcraft or gtkradiant have this capability? trenchbroom can load the textures directory from pak files, but that doesn't help since ad is built on a pakless file structure.
also, where are effect textures like the new explosion sprite stored in ad? i looked through the textures and gfx folders and even checked if it was attached to the texture of a mdl file, but didn't find anything. did i just miss it or is it stored in progs.dat or some other place i cant fathom?
Open Ad_sepulcher.bsp In Texmex
#248 posted by damage_inc on 2017/08/16 18:38:05
It will state invalid version number but continue anyway.
From there you can "save copy" to wad3. Now you have the .wad file/textures.
Use Bsputil
#249 posted by ericw on 2017/08/16 19:30:04
bsputil --extract-textures foo.bsp
from:
https://ericwa.github.io/tyrutils-ericw/
or, tyrann's original tool is probably easier to compile if I don't have a binary for your platform:
http://disenchant.net/utils/
Or
If you want the ad_chapters textures, open ad_chapters in TexMex and save it as .wad.
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