Quoth
#7 posted by rj on 2010/03/29 17:08:06
after drew's maps you may have to switch back to id1 before playing mine due to a modelindex issue. possibly.. i've not tested it. if there are backpacks next to the fallen player models, then it's worked ok
No Problem With Your Map.
I played it in ID just fine.
It's Hrim's that caused a bit of trouble...
Yeah
#9 posted by rj on 2010/03/29 17:51:26
i meant it might have problems if played in quoth
Where Are Screenshots!
#10 posted by Where? on 2010/03/29 18:02:56
:(
Where? 87.206.89.212
#11 posted by Trinca on 2010/03/29 18:15:34
in czg ass
:p
go dig it!
Yeah...
#12 posted by Drew on 2010/03/29 18:25:14
Sorry about that, I didn't feel like going through the whole thing for all eight screenshots!
For anyone who hasn't played the maps yet: DEMOS!!!
Screenshots
#13 posted by negke on 2010/03/29 18:51:36
www.goatse.cx
Also
#14 posted by Drew on 2010/03/29 18:56:48
RJ - I played yours in quoth by accident this morning, and the only difference is that the backpacks look more spherical and orange. and they don't have shoulder straps.
PSS
#15 posted by Drew on 2010/03/29 19:04:18
could someone patch up the news post so it mentions quoth is needed for Hrim's map? I didn't know!
I Don't Know...
...Quake gives a shitload of error messages if you play in ID, but if you play in Quoth, you don't get the error messages, but you cannot finish the map, either...
Hrim could shed some light on this, perhaps?
Wait
#17 posted by Drew on 2010/03/29 19:20:18
I finished the map - watch my demo!
?
#18 posted by Hrimfaxi on 2010/03/29 19:32:13
Well!
I begun the map in the intention to use Quoth but since I didn't use any quoth specefic things or monsters I finished the map for ordinary quake.
I play the map fine in Fitz 0.85 - no errors or anything. Everything works just fine.
So I don't know what happens at your side folks.
I didn't rotate anything either as Negke mentions.
Just played through again to see what people was talking about - but still no error messages or any errors in the map.
I'm baffled!!
Can anybody come with an explanation?
I Can:
#19 posted by Drew on 2010/03/29 20:03:02
Jealousy.
Hrimfaxi
#20 posted by negke on 2010/03/29 20:17:18
I assumed your map required Quoth when I saw all the error messages on id1 - invalid fields displayed in developer mode.
A couple of the ammo boxes are rotated by 179 degrees. This causes their bounding box and visual model to be misaligned (check with r_showbboxes 1).
Yes. Jealousy.
..Plus, the second wave of fiends not spawning in after the drop from the water. You kill 3 fiends and you're stuck...
Oh!!!
#22 posted by Hrimfaxi on 2010/03/29 21:22:05
Dunno how that happend! (the angel bit that is!)
And yes there was some invalid fields left from the quoth start of the map.
Well its a speedmap so that's what happens when you are in a hurry! Sorry!
If anyone wants a fixed version (even if this is only a speedmap) - then get it here:
http://www.hrimfaxi.dk/maps/sm160_hrim.zip
It's standard ID. 8-)
At least I think I got all the errors you mention!
Have just played a few of the other maps in this pack.
As always Drew made some very fantastic maps.
Alans is a true speedmap let's see some more from you!
Still haven't played any of the others.
Rotation And Quoth
#23 posted by Preach on 2010/03/29 21:46:26
Quoth has code to correct the rotation of items, but you have to turn it on in the worldspawn options. If you add 4 to the value of "aflag" in worldspawn (so set it to 4 if you haven't added any options) then the fix is enabled, resizing the bounding boxes to contain the rotation of the original box.
We originally had this code on globally, but it caused items to drop out of levels which already had rotated items. So we made it an option but didn't publicise it enough, because really it's recommended for any map which is designed in Quoth. I suppose the best way to do default off in old maps, default on in new maps would be to turn it on by default in the fgd, will have to see if that's possible...
Heh
#24 posted by rj on 2010/03/29 23:56:04
just watched your demo drew. that last room has nothing to do with anuses!
sm160_drew - prob my favourite, really nice atmosphere to it & fun combat
sm160_drew2 - died loads on this ;/ nicely designed but wasn't as much fun to play. loved the rotating thingamajig
sm160_hrim - lovely design, cool gameplay too, if a little excessive in places! died the once (spawns got me)
sm160_alan - aka 'avoid the voreballs' :P .. just about managed it first time
sm160_negke - neat little map, fresh theme. was the advert some kind of quake arena reference? :)
sm160_negke2 - nice idea but wasn't a big fan of it; supplies seemed on the low side and the excessive slow-jumping got a bit tiring after a while, plus the fairly monotone theme wasn't complimented by the minlight abuse! maybe low gravity could be a theme some time though as i'd like to see it explored a bit more
FUCKING ASS HOLE ! ;-)
#25 posted by Barnak on 2010/03/30 00:04:37
I wonder how an ass hole could fuck, instead of be fucked, but that's another story!
I've found that hrim's and rj's maps are VERY good, to my anus taste, anyway (Now, I wonder how an anus could taste anything) !
Thanks guys !
What
#26 posted by bear on 2010/03/30 01:02:47
#27 posted by Trinca on 2010/03/30 01:05:48
nice maps, mostely not speedmaps but is much better this way :) love then all and there are some demos for all, first runs of course...
Just died in negke2, fuck i dont like to fly :(
http://www.quaketastic.com/upload/files/demos/sm160_tr.rar
thanks
#28 posted by Zwiffle on 2010/03/30 02:28:14
lol@celebrity map (only one I played so far) and may I say, pardon the pun, that it wasn't complete ass.
Fun Pack
#29 posted by ericw on 2010/03/30 02:43:41
I recorded some sucky demos in which I die in most maps :/
http://www.quaketastic.com/upload/files/demos/sm160_demos_ericw.7z
random comments:
sm160_negke - really nice, the floor texture reminded me of a Lego base.
sm160_negke2 - yay for low gravity! cool texture theme as well.
sm160_rj - cool finale room, although with the red armor and megahealth I was hoping for more of a fight!
sm160_hrim - nice mouldy castle theme, hard gameplay
sm160_alan - quad + RL always a blast :D
sm160_drew - liked the waterfalls theme
sm160_drew2 - great base theme, I kept running out of ammo though.
These are impressive quality for speedmaps! Sorry I didn't get mapping soon enough to contribute too; hopefully next time.
Thanks For The Demos!
#30 posted by Drew on 2010/03/30 05:55:41
Great fun watching yours as always Trinca! You seem like you're always on the edge of death in my maps, but you keep pulling through... Glad you found the secret in my map after all of that hard work!
Eric, you went pretty balls to the wall too!
Maybe you found the ammo levels to be low in sm160_drew2 cause you didn't continue on from sm160_drew?
Eh... Hrim... :)
Now it works fine.
In QUOTH.
If you play it ID, you get the error messages avalanche...
Great map, anyways, love to play it over and over.
|