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Soul Of Evil: Indian Summer: New Version (Includes New Content)
Today Patrick Martin and I release a new version of Soul Of Evil: Indian Summer, which includes the following:

-A new map, Nsoe6: Summer's End, with 300+ monsters, including previously unused ones such as the Warlock and Gremlins.

-Newly rebalanced gameplay throughout the episode, both maps and monster code, making the fights fairer while remaining challenging.

-Other new features and items including a new version of the legendary Mjolnir, Dragon Armour, and the deadly MIRV.

Download here:
http://www.quaddicted.com/filebase/nsoe2.zip (28 MB)

Screenshots here:
http://www.quaketastic.com/upload/files/screen_shots/nsoe2a.jpg
http://www.quaketastic.com/upload/files/screen_shots/nsoe2b.jpg

We have also released the nsoe devkit, containing documentation and source code, here:

http://www.quaddicted.com/filebase/nsoe_devkit.zip (1MB)

And the sources for my major maps (nsoe3,4,5,6) are now available here:

http://www.quaddicted.com/filebase/nsoe_sources.zip (2MB)
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Great Stuff 
combat is heaps better now. And nsoe6 is a tremendous map! 
What A Nice Christmas Present :) 
I definitely enjoyed NSOE more this time around, mostly because the gameplay is more balanced and not stupendously hard.

Although all maps are great fun, the last map is nothing short of amazing, and is the only one in the pack that rapes my PC framerate wise. Well done. ;) 
Thank You 
Did you take some inspiration from nethack? Good combo. Thanks for the source. 
 
It's way too hard for me on Normal, gotta try Easy. 
Inspirations 
gb: Yes, for a few things, such as the amulet of reflection and dragon armor. 
Tronyn 
No, you cannot kill Shub-Niggurath with the sword -- she has godmode to stop this. :) 
What Spirit Said 
I look forward to trying this again the next time I have a chance.

My first attempt when this was initially released I had a rather difficult time making significant progress and I don't believe in using godmode.

(Although I'm not sure I'll use easy, I'm sort of against that too.) 
Nsoe6 
I only played the new map. It's very nice on skill 0 - everything above isn't much fun (I started on 1 but quickly died from archers I couldn't even see somewhere in the distance). 220 monsters felt just right for the size of this map. Impressive how you always manage to pull off such massive and non-linear fortresses (just like the other nsoe maps). I still didn't really care for the coins and gems the monsters dropped, but the larger ones (map items) were helpful. Chainlightning gun was good in this map, the improved SSG also. Cool boss battle with the boots and the MIRV (somewhat unfitting mdl though, feels too modern for that kind of environment somehow). The two previously unused monsters were good, too. Somewhat unique texture theme, Soul of Evil as a special branch of Quake style.

There is a nonsolid brush error behind the exit tower (50 -2550 -280). 
 
Just finished map 4. Wow!
It reminds me a bit of Warpspasm, requiring strong nerves to keep on playing and being constantly rewarded for doing so. Enemies attacking from huge distances are a huge part of the bad things. But once one knows about it and adjusts gameplay a bit, it's not that much of an issue.
The music snippets are really adding a lot of atmosphere.
I am recording demos on and off, will upload them once I am through. 
 
Did anyone tested this one hard?

is simply impossible... :( 
I've Played Through The Whole Thing On Hard 
It wasn't easy, and I died plenty of times, but it's certainly not impossible. 
 
Heh, it was impossible for me as well. I had to cheat on Normal skill. I'm not that good though. 
 
Orl the brushwork of the map is spectacular as all Tronyn maps but the game play takes all the fun :(

I dare someone to make a Hard demo with no deaths...

Is impossible...

or will be a 4 hours demo with sniping game play everywhere...

Despiste that the map is fucking to sexy� finish it in god mode :p 
Its Pretty Playable In Normal 
I found, different tactics than usual but you get used to that. 
Played It.. Liked It :D 
Yep, it is indeed a fucking good mod. I didn't have the chance due to lack of time to play it when it has been first released, but I just can say it is really good: new monsters rocks, new sounds are cool, gameplay is never boring, and the maps are very good, huge and very good.

I just noticed a small leak/clipping issue in nsoe6, close to the LG location just in the back of the exit: if you try to pass almost on the right side of the green terrain (actually this is the second face from right to left)... then you can walk through the terrain without falling (fortunately)... Not a real issue if the area is cleaned from monsters, but it can cause some blocking issue during heavy fights ;)

Keep it up !! 
Impossible You Say? 
I dare someone to make a Hard demo with no deaths... Is impossible...

Your gonna eat those words after you see this :)

Hard demo of nsoe3 from start to finish. I even made a few mistakes in it, but theres enough health armor and ammo to get through.

This is almost a 30 minute demo, so unless you don't have anything better to do, here is my skill 2 playthrough of nsoe3.

http://orl.fvfonline.com/misc/orl_nsoe3.7z 
Cool! 
I still remember your sickbase demo too.... 
Blonde Nsoe6 
Great map, thanks. I found skill 1 tough, but fun. The new moljner and mirv are perfect imho, and the chain LG is so sweet. Shame they're not in a bigger mod. Dragons are well balanced ;> I'll have to replay the whole thing. Only critiscism is.. played quite a few on Tronyn's great mellee maps, and they're exhilarating, but start to feel the same. Like screwing the same dumb teen blonde, like i wouldn't know ;> 
Help Please 
Get this error when loading a savegame using Fitzquake. I beat the first level, then got another similar error upon loading the second level, so I went to load my save game and it doesn't work.

Chamber of Mazarbul

SV_StartSound: archer/arrowr.wav not precacheed
CALL2 215(setmodel)setmodel()
shot.qc : AkArrow_Launch
archer.qc : M_FireAkArrow
archer.qc : archer_fire1
archer.qc : archer_hold
<NO FUNCTION>
no precache: progs/arrow.mdl

Host_Error: Program error
VID_Gamma_Restore: failed on SetDeviceGammaRamp 
Hmmm 
Did you save this game with the older version of the mod, then load it with the newer one? Save games aren't necessarily valid from one version of a mod to the next. AFter re-reading your post I'm no longer so sure it is the cause, but it is possible.

For people with an interest or who make mods, here's why: A save game consists of a text file containing a dump of all of the entities and all of the global variables at the time the game was saved. This isn't a complete record of everything the engine needs to know, importantly for us it does not contain a list of precached sounds and models.

When the engine loads a saved game, the first thing it reads is the map name, and then it spawns the map as if you were starting a new game on it. This should precache all of the sounds and models in the correct order, so it lines up with what the save game expects. It then goes through and repopulates the level with the entities from the save file, thus restoring the state.

When you change the progs.dat between saving and loading, this process can go wrong in a number of ways. You could do something obviously dangerous, like removing the precache of a model which can be seen in the save file.

You could also just shuffle the orders of precaches, if you swapped the precache of a monster with it's projectile, you might notice the models of the monster and projectile also get swapped. This is because the save file stores the .modelindex field as well as the model, and reordering the precaches might change the modelindex corresponding to those models.

On a related note, the game loading code also makes the assumption that the order of precaches is deterministic. If you were to add

if(random() < 0.5)
precache_model ("progs/h_knight.mdl");

to the top of worldspawn then each time you load a save game you'd have a 50% chance of getting all the modelindexes before h_knight.mdl wrong. This may sound like a perverse example, but if you imagine an entity which picks between three corpse models on a random basis when spawned, it's easy to see how it could also arise in practice.

Finally, this problem is not exclusive to revising the progs.dat, you can cause the same problems by creating a new version of the map; if you add a monster, or reorder the ones you have, or change the number of brush-based entities in your map then the same thing can happen. If you're trying to do something like that(although it makes less sense to keep save games compatible with a new map version) you must be sure you haven't changed the order or precaches on all skill settings. 
Hm 
I've played Soul of Evil using Fitzquake before and I played through it fine on nightmare.

I made a whole new folder for Indian Summer called nsoe. Never played the old Indian Summer before. Don't know why this happens, but I'll start a new game and see if it crashes again. 
 
Ok, I beat the first level again on Hard, and it crashes upon loading the second level with this:

CALL1 229(precache_sound)precache_sound()
axeman.qc : axeman_cache
axeman.qc : monster_axeman
hknight.qc : monster_hell_knight
<NO FUNCTION>
PF_precache_sound: overflow
Host_Error: Program error
VID_Gamma_Restore: failed on SetDeviceGammaRamp 
Engine With Higher Than Standard Limits Is Required. 
Having the same limits as standard Quake, FitzQuake cannot run much of nsoe. Most of the nsoe levels will break a limit in some way. 
So To Summarize 
RTFM ;) 
#30 Is Correct... 
based on the previous releases, nsoe2.bsp has excessive sounds, and nsoe3.bsp has excessive clipnodes, signon buffer, sounds, and lightmaps. For these reasons, fitz080 can't load them. 
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