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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. 
Or Work With Simple Hacks 
and you can change some stats in each enemy and be free to use any mod you want, if you want any. 
AD MOD Skill Level Adjustments 
@sevin, AD scales many things based on skill levels, its not just different enemy setups

* Monster projectile speeds increase
* Pain resistance increases
* Attack Reaction times decrease
* Z aware monsters increase accuracy
* Nightmare only spawn flag exist
* Monster damage/HP are never affected by skill level
* Can delay spawn any entity in the map for different skill setups 
#29297 
Wow, looks awesome! Thanks for the link. Bookmarked. 
Oh 
Very cool. Thanks for all the info everyone. I was actually talking about vanilla Quake, but I assumed some of the features sock just mentioned for AD were vanilla Quake, so that's very neat. I didn't realize only AD added a nightmare spawn flag. So in base Quake, the only things that changed in nightmare were monster pain responses, ogre/shambler attack speed and vore ball speed/agility? And Cthon health/prediction if we're being picky. And between easy -> hard it was just monster count and item pickup counts? Didn't realize it was so primitive, I guess I assumed more of the features I'm used to in AD were actually vanilla. 
One More Question 
Do demos persist through death or do you need to start a new one? 
No You Need To Record Again 
Mark V has an autodemo feature that keeps your last three lives as demos. I think it works. Haven't had any luck though. I have no idea how to use it properly as there is no freaking documentation for the engine. You have to guess, scroll through cvarlist for clues or search the thread here.

Will some kind coder please update demotools (or something similar) to stitch together Protocol 666 demos? I die at least once per map and oftentimes need to stop and continue later. WOuld love to be able to stitch demos together into one. 
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