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@Teatime4188 
Maybe you saw my video on youtube. In my playthroughs i replace the nail-box models with lavanail-box models because i think the original/green nail-boxes are too similar to the shell-boxes and i always get confused by them. This way, if i see a green box far away i know its sheels and not nails :P 
Tribal 
Is this due to colour blindness?

Just interested - most of my siblings are colourblind, although I'm not.

If the current boxes are confusing I might change them up in my current project. 
An Item On My Todo List: 
"Steal ideas from Bal" 
:P 
"Learn the player model rescue swimming". 
:D 
Ammo stash left necron 
@ijed 
I'm not colorblind, i just think with different colors for the ammo-boxes it's easier to tell them apart in the middle of a fight. 
Fair Enough 
I've heard people say that players of Quake have special eyes, that can see more shades of brown than normal human eyes 0_0 
Quakespasm Issue With "forgotten Valley" #2 
Thank you for the suggestions.

I removed -hipnotic and -quoth, and added -rogue but that only resulted in the Quoth specific monsters not appearing. It was worth a try just to see if it helped. The README for "Forgotten Valley" specifies use of "-hipnotic" and "-quoth".

I don't mind if there's no lava nails, wasn't sure if that was someone's tweak though the idea had occurred to me.

The missing floating platforms however make passing through the 2nd and 3rd secret rooms impossible without the 'Fly' cheat.

I also tried "-rogue -quoth" which was no different than specifying "-hipnotic -quoth".

I might guess that such parameters as -hipnotic and -quoth should be appending to the loaded modules, but given the lack of the floating platforms which may be specific to Mission Pack 1 (not sure about that), I wonder if for the Linux quakespasm that instead of appending to the loaded Hipnotic modules that the loading of the Quoth modules is replacing what is/was loaded from Hipnotic. 
 
FWIW I played this with -quoth and had no issues completing it. Don't exactly remember floating platforms tho. 
 
Also: the use of "-hipnotic" was a thing that used to be required for playing Quoth in order to get some HUD behaviors. Not required in current Quake engines when playing Quoth stuff.

I played this with Quakespasm 0.93.2 on Linux. 
FV 
All three secrets should work with just -quoth 
Please Update Download Link In Topic 
Greetings!

Dear administrators, could you please update download link regarding my patch for Abyss Of Pandemonium Improved Edition (2019) in this topic?

http://www.celephais.net/board/view_thread.php?id=61802

I had to enter some amendments and reupload the file. Please replace the download link in this sentence:

3) This patch: Patch For Abyss Of Pandemonium v2.0 (12.12.2019) (note: In russian language "скачать" means "download")


New Download Link :

https://yadi.sk/d/1r5RDaTpYygIgQ 
EVOLVE: 
okay did that, but... why is the new version still 2.0? Shouldn't it be 2.1 or something? That's the point of version numbers 
About The Patch. 
Thank you very much. I would say it is still v2.0 because it is very heavily based on v2.0 and I reckon that Resurrection Team really had to implement these essential fixes and tweaks way back in 2008 when v2.0 was released but this never happened and that's what I did in December of 2019. I call my patch simply - AOP v2.0 Improved Edition (2019) because I have never been an official member of this project. I'm just a passionate enthusiast who simply wants this unofficial mission pack #3 to be played with joy. 
 
ah i see... yeah that makes some sense. 
 
You may give it a try :)

It plays flawlessly, in one breath. 
 
Did Spike disappear from here? I don't see him posting anything anymore.

FTEQW continues being updated, though. 
I Found A (possible) Bug Within Trenchbroom/ericw Tools' Lighting. 
i inserted a light entity within my level, but i noticed i didn't need it anymore so i removed it. when i compiled the level the lighting just went to shit and light was just scattered randomly across the map. the only way i could fix this was to bring back the light with ctrl+z. does anyone know ho to fix this or which program is the cause? i tried compiling the same map with various compilers but i always got the same result. 
FluDude 
Most likely you just have an old .lit file next to your .bsp, cause that light was the only colored light in your map?
This is not an issue with TB or the compiling tools, just more of a workflow issue that almost everyone comes across sooner or later. 
#31521 
He's quite active on Discord and #qc channel on irc 
#31523 
Quakespasm really should check that the LIT file size is 3x the size of the BSP lighting lump, it's really more robust than just enforcing loading from the same gamedir. 
 
True although if your only change was deleting a light and recompiling, it probably wouldn’t change the lump size 
 
My expectation is that if the offsets are wrong then the size is going to be wrong as well. 
 
External files that depends on the integrity of internal data must be implemented with some sort of data check…

In Retroquad, the external texture format stores a CRC32 of the original texture's mip 0 texels, and the engine refuses to load it if there's a CRC mismatch. Plus, these CRC values are appended to the external textures' filenames, which solves most cases of multiple textures sharing the same name. Across ID1, ROGUE and HYPNOTIC, there's only one case of different textures sharing both the same name and same CRC32.

Appending CRC values to filenames would help with using old external file formats that can't be modified, but would complicate usage in engines that don't perform such checks; users would have to manually rename the files to remove the CRC value.

A less trustworthy method would be to just compare the external file date against the BSP file date, and issue a warning if the BSP file is newer. 
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