Hi!
#251 posted by peter tron on 2012/02/14 02:20:03
i couldn't see a new 'drake' folder when i unzipped 'unforgiven'.
i'm guessing i just take the unforgiven pak0 & pak1 files and replace the ones in my arcanum 'drake' folder?
br.
baz.
Yeah
#252 posted by Tronyn on 2012/02/14 02:32:02
yeah sorry that's what I meant, unforgiven folder has the new drake, so just put the arcanum files there.
#253 posted by [Kona] on 2012/02/14 10:58:49
3 new maps! awesome.
@ Tronym
#254 posted by peter tron on 2012/02/15 20:27:11
replacing the previous two paks with the ones from the unforgiven zip doesn't work either.
unless there's something i'm missing, as i am literally just deleting the old ones and dropping the 2 pak files from unforgiven in their place.
the other workaround doesn't work for me (reloading the quicksave multiple times, quitting and reloading quakespasm, restarting my computer).
#255 posted by necros on 2012/02/15 20:44:35
don't need to restart the machine, just the game.
the problem is a random one, so it's possible you restart the game 20 times and it never gets fixed, or it's possible you restart once and it's fixed.
Ugh, Desperate Measures..
#256 posted by peter tron on 2012/02/15 20:52:07
sometimes you just find yourself performing uncharacteristic actions in a misguided attempt to get something to work (knowing it probably won't).
#257 posted by necros on 2012/02/15 21:12:51
it's fine. i'm sure there are games out there where that might actually fix something. i know the oblivion engine is pretty messy and doesn't clear everything when loading saved games and such.
Damn
#258 posted by Tronyn on 2012/02/15 23:44:53
sorry it's not working for you... new version shouldn't be far away and will fix this and other problems of the initial release.
Peter
#259 posted by Yhe1 on 2012/02/16 00:55:45
Put the arcanum bsp files in the Unforgiven map folder
Tronyn
#260 posted by Yhe1 on 2012/02/16 00:56:20
What about the vised map of the old version?
Yhe1
#261 posted by peter tron on 2012/02/16 02:10:13
no worries,
i decided to restart the map again, as that's the only thing that resets it correctly every time.
i finished the final level on skill 2 ok.
i did die about 5 times before i worked out any conceivable approach to doing it properly.
1-i used the ring of shadows to get all the way to the top, grab the amulet. i had to break my legs a bit to jump down from the top, so i could back-track out of that main area where all the magicians were.
there is a fairly open area just down the stairs from where you find the ring of shadows, and i lured them to that. i figured i needed that for room to strafe and do my best to avoid things.
2-i didn't realise the ammo & red shield in that main meeting chamber respawns!
3-is it just me, or can you provoke in-fighting amongst those final magicians?
i really enjoyed that.
cheers tronym!
Re: Yhe1
#262 posted by Tronyn on 2012/02/16 02:18:03
I don't expect to change a lot in the old maps, but if you want I could provide fullvised versions of the old maps too.
Re: peter tron
Glad it worked out for you!
I think that map is probably the best in the pack, the library with the flesh end. I like giving the player ROS and letting them explore, knowing that sooner or later it'll run out and the shit will hit the fan :)
Unvised?
#263 posted by peter tron on 2012/02/16 03:20:10
i googled this term to find out more, but i can't find anything to explain what this means.
common sense tells me it is some form of final 'mastering' process, but that's as far as i get.
ROS:
i hate to admit it, but i do have to rehearse my route with that. especially when playing an area for the first time.
Heh
#264 posted by Tronyn on 2012/02/16 05:22:28
yeah it is a mastering process in a way
it just optimizes the map for speed by calculating which parts of it can be seen from where, and thus what needs to be rendered when you're at any point in the map.
this tech is so out of date, lol, actually I'd be interested to know what the last game engine to use vis-like technology was, these days it doesn't matter as much but it's still bad etiquette to release a map that runs slower than it should, especially since some Q1 fans are still running older machines.
ROS is the coolest Q1 powerup, for SP anyway, I think. Pentagram and Quad can let you get through areas you wouldn't otherwise survive, but ROS lets you strategize.
Tronyn
#265 posted by Yhe1 on 2012/02/16 05:38:31
Sure, Please upload to Quaketastic or let Spirit update the archive.
Hehe
#266 posted by Tronyn on 2012/02/16 05:47:25
maybe while I'm at it I'll upload a version of Dry Sorrow with the door fix too ;)
Aka, latter option sounds good. Heh.
#267 posted by peter tron on 2012/02/16 05:56:02
aha,
vised/un-vised=speed-related fps stuff, makes sense.
i suppose quakespasm 0.85.6 (what i have on my mac) is more than enough for your average 'user map'.
i notice console messages flashing up from time to time, informing me about 'max edicts', 'byte packets'(?) etc.
i've been told to add a 'heapsize' amount on some console commands, but even with those messages flashing up from time to time, i've never had a game crash on me (yet!).
i'm enjoying user maps on quakespasm atm.
for a while there, i was getting into DP with all the nice 'flashy' new mods 'n' stuff, but frankly i was spending more time farting around with mods than actually playing the game!
that's why i like QS. what you see is what you get. load it up, click start 'n' GO, basically..
Tronyn
#268 posted by Yhe1 on 2012/02/16 06:37:35
haha, Aguirre made one already
IRONY TRAP
#269 posted by Tronyn on 2012/02/16 06:59:08
I was making fun of my own laziness ;)
#270 posted by Yhe1 on 2012/02/20 05:49:18
Tronyn, have you ever made a base map?
Yes
#271 posted by Tronyn on 2012/02/22 06:03:48
the start map of the original phantasmal garrison, pgstart.bsp :)
the original theme of the pit mine in sludge factory was q2 base. but no, not really. if I did I'd probably make it more of an industrial/dark/grimy q2 base, like "colony."
#272 posted by necros on 2012/02/22 19:50:42
more maps like sludge factory, please. :)
Just Played It
#273 posted by Kinn on 2012/02/24 23:53:07
Just finished a double-Drake binge consisting of this (today), which followed Unforgiven (yesterday). My brain is now well and truly frazzled. I feel as if my soul has been dragged over a mile of barbed wire to the Elder World and back, survived (barely), but I know that the glimpses I had of things that should not have been glimpsed will haunt my dreams tonight in a way that I dare not speculate upon.
Speaking of "dare" - if anything this map pack has taught me that there are some things that I wouldn't have dared to do with a quake map, but not only can they be done, but they can be done to a mind-scrobblingly powerful effect. Yes there are some problems as others have mentioned but I'm sure they'll be fixed in the re-release (the news of which I only read about after finishing this, oh well).
My head is still reeling from the sense of scale, malevolence and oppressive doom that infuses every inch of this episode, from map 2 onwards - in fact "inch" is a funny unit to use when the scale of these vast halls is metered out with the sort of yardstick that I feel only a creature of a different origin to us mortals would be comfortable in using. A yardstick designed to measure the properties of geometry that is possibly not entirely...Euclidean in its form.
In many ways this episode took me back to some of my most cherished schoolboy memories - I recall once spending what felt like an eternity of paranoia and torment one night, creeping back through the cloisters drunk as a lord in the early hours after a particularly hedonistic bout of tomfoolery in the dorms, lost inside an infinite labyrinth of galleries and arches, vaults and buttresses - trying my hardest to knock my brain into some rudimentary sense of sobriety ready for the inevitable encounter and dressing-down by a particularly humourless and unforgiving matron (we used to call her "Muddie" on account of her...shape, which could only be described as "mudwrestler") - who incidently had the uncanny habit of catching us with our trousers down every time by leaping out of the darkest and most unsavoury shadows with a truly sadistic sense of timing; as if she'd been camping out all night in the middens to ambush us - but just as soon as any spark of logic or sense of direction trickled into my inebriated brain, it was immediately bashed out again as if by a sledgehammer with yet another full frontal assault of gothic magnificence on the next corner turned.
Absolutely blindingly good.
#274 posted by necros on 2012/02/25 00:41:50
your post makes me kinda wish i could go back and forget all the maps that have been made to re-experience them all over again. :)
Haha
#275 posted by Yhe1 on 2012/02/25 08:09:26
Any chance of Combining Bastion/Marcher and Drake?
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