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Zip Your Save And Send It To Me... 
on quakeone or my email if you know it. I'll try to fix it for you. 
Mugwump 
Weird.. though if your system crashed part way through writing the .sav, that would make sense. Mind uploading or emailing me your .sav file?

I did change the QS/QS-Spike .sav loading code for ad_sepulcher so I want to make sure it's not an engine bug. 
@mugwump 
There's no F12 for an IPA! ;)

https://goo.gl/photos/cGKy6ijqPg3KqPo28

Trying to finish "The End of Solace" before jumping into Mapjam 9999.

That list on the right has laundry and dishes. Guess what didn't happen tonight? 
What Save File? I Don't Have Any Save Files. 
 
Woops, I'm Tired. 
I thought ericw was mugwump replying to me. Nevermind my last post. 
Ericw, Gypsy 
Download save file here. Thanks guys!

@dumptruck_ds Is "The End of Solace" the map you're currently working on? Why not finishing it after the jam? 
Why Not Finishing It After The Jam? 
Because I am SOOOO close. 
Oh, And No, 
the crash didn't occur during a save. 
 
I don't see how there could be that many nulls generated by fprintf, and without valid trailing data, looks to me like the corruption is happening outside of quake.
Checking the return value of fclose might show whether the system actually saved it properly without any bus errors, but really that's only useful for testing if the disk was full. any other issue is much more serious such that it wouldn't really be practical to recover from. 
 
That save doesn't look salvagable, unfortunately, 75% of the file is filled with null bytes. :(

Might be worth running prime95 overnight to check system stability? 
Damn! 
Alright, so restart it is, then... Thanks anyway.

Oh, BTW Eric: I think MarkV has a multi-quicksave feature which prevents just that. If one save fails to work, at least you can go back to a previous one. Could be borrowed for QS. 
Mark V Has Autosaves As Well 
any plans on adding this feature to QS? 
Skacky 
may i ask you

what's the status of your upcoming thief project

any release date? 
@Pulsar 
quoth has the "trigger_command" entity, I know you can change gravity with it, you might also be able to "save auto" with it.

maybe worth trying 
Curious 
About difficulty levels. What exactly changes with each ramp up in difficulty? I know most mappers have additional enemies they flag in for each difficulty, but what else? I also know nightmare makes ogres and shamblers attack faster, but that's about it. Do most people add enemies from hard -> nightmare too? 
Shamblernaut 
That's a good idea for adding autosave feature to quoth map 
 
What exactly changes with each ramp up in difficulty?
Basically what you put in your map: that's up to the mapper to put extra monsters/items for each skill, which is why balancing skill levels is tricky. AFAIK, nightmare doesn’t add monsters, only makes them more aggressive. 
 
So enemy health pools don't increase? Is there someplace I can find specifics? 
 
If you want tougher enemies per skill level, make maps for AD: Sock has designed his mod so that enemies aim better, shoot faster and do more damage (and possibly have more health but I'm not sure about that) in higher skill levels. 
#29288 
Still working on it, albeit rather slowly. No release date yet. 
Skacky 
What's that Thief project? 
It's This 
Skill @ Sevin 
monsters attack faster on nightmare (the exact mechanism+magnitude differs per monster type).
monsters don't respond to pain so often (once per 5 secs max), this also increases their fire rate.
cthon has a measly 1 health on easy, and 3 on all other skills.
cthon uses different aim logic on hard.
vore projectiles travel faster than you're meant to be able to run on nightmare.

so no, skill does not affect health, except for cthon who's a special case - he's the ONLY monster that acts differently between easy+medium+hard skills. The other monsters only change for nightmare, with the other skill levels being handled exclusively via spawnflags (ie: count and types). 
Interesting 
Thanks for the specifics. So between easy -> hard, the only thing that changes is the monster count? 
And Item Pickups, 
provided you specify in your map for which skill they'll be available. Like I said, if you want monster stats to change, map for AD. 
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