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.
#31513 posted by Joel B on 2020/04/29 03:48:54
FWIW I played this with -quoth and had no issues completing it. Don't exactly remember floating platforms tho.
#31514 posted by Joel B on 2020/04/29 03:51:49
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
#31515 posted by chedap on 2020/04/29 08:39:39
All three secrets should work with just -quoth
Please Update Download Link In Topic
#31516 posted by EVOLVE on 2020/05/01 15:42:26
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:
#31517 posted by metlslime on 2020/05/01 18:22:29
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.
#31518 posted by EVOLVE on 2020/05/01 18:41:02
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.
#31519 posted by metlslime on 2020/05/01 19:40:56
ah i see... yeah that makes some sense.
#31520 posted by EVOLVE on 2020/05/01 19:54:01
You may give it a try :)
It plays flawlessly, in one breath.
#31521 posted by mankrip on 2020/05/02 22:52:19
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.
#31522 posted by FluDude on 2020/05/02 22:32:33
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
#31523 posted by bal on 2020/05/02 23:58:55
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
#31524 posted by khreathor on 2020/05/03 12:45:57
He's quite active on Discord and #qc channel on irc
#31523
#31525 posted by mh on 2020/05/03 13:51:52
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.
#31526 posted by metlslime on 2020/05/03 21:07:26
True although if your only change was deleting a light and recompiling, it probably wouldn’t change the lump size
#31527 posted by mh on 2020/05/03 21:32:30
My expectation is that if the offsets are wrong then the size is going to be wrong as well.
#31528 posted by mankrip on 2020/05/04 12:15:38
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.
Trenchbroom Shortcuts
#31529 posted by quakeulf on 2020/05/06 06:02:40
Today I was really close to open Trenchbroom but then reminded myself I would have to learn all the keyboard shortcuts to use it efficiently.
Does it have a GTKRadiant-style of input presets I can just select from a list?
WTF
#31530 posted by ijed on 2020/05/06 20:04:29
So we can just import/export mdls from Blender now without having to dick around through endless arcane loops and wondering which particular edge case is breaking things right now in this particular instance...
Thanks Khreathor!
And apparently there's no thread for this?
Ijed:
#31531 posted by metlslime on 2020/05/06 20:50:51
I can't tell what you are responding to.
Whoops
#31532 posted by ijed on 2020/05/06 21:07:13
Blaster Weapon
#31533 posted by ijed on 2020/05/07 01:48:53
Ijed:
#31534 posted by metlslime on 2020/05/15 02:12:02
that is cool... so this means you don't even need qME on your computer, the entire workflow is just blender -> quake?
#31534
#31535 posted by khreathor on 2020/05/15 02:29:27
Yes you can export MDLs straight from Blender.
This is a plugin that was started by taniwha for QuakeForge project. I just took it and updated few features, to better fit Blender 2.8.
I still fix and adjust few things, but majority of features work as expected.
|