 Hm
#317 posted by ijed on 2009/08/26 04:10:05
Well there's one point in warpc where I drop four in on the player. Not locking the entrance (the exit has a Shambler) was an act of generosity.
Should have done that and given an auto MH beforehand.
 Map 1, The Rooftop Secret.
#318 posted by Ron on 2009/08/31 12:59:28
How do you get there ?
I know there is a crate with a teleport, but I can't break it or anything.
You can tell me, I won't tell anyone else ...
 Nevermind
#319 posted by Ron on 2009/08/31 13:01:02
I just found it ...
Sorry !
 Skill 3
In useless retrospect, I think that skill 3 was something of a missed opportunity here. Since the start map gives you the rune, it would have been cool to mess around with the episode entities - for example, putting info_player_start2 in the middle of the map, or making func_episode_gate powered logic gates to change ambushes around or make more monsters spawn (the downside of this is that you wouldn't be able to get 100% kills in skill 2, though...)
All in all would probably make the episode (moreso) harder beyond necessity though. :P
Would be cool to see some future Q1SP exploit this.
 Well
#321 posted by ijed on 2010/04/06 15:48:13
If it got to hard you could try the -Quoth option.
Making skill 3 genuinely different would have been cool. Like going through Kell's Contract Revoked to find all the runes.
 You Know...
#322 posted by Lardarse on 2010/04/06 17:15:47
You can make entities only appear in skill 3, should you want to...
 Fix For The Progs/s_plas.spr Error
#323 posted by Norbert on 2012/07/05 19:36:01
To anyone that's running into this error:
-----
QUAKE ERROR: Mod_LoadModel: progs/s_plas.spr not found
-----
Note that the quake directory that contains your "id1" directory, should not just contain "warp", but also "quoth"! This is because quoth is a dependency.
http://www.quaddicted.com/reviews/quoth.html
 So,
#324 posted by ijed on 2014/09/15 15:03:55
Just tried playing it on the DK2 - latest Occulus Rift devkit. Was a cool, but very strange experience.
The scale of things in Quake is very weird when you're actually inside it.
And the position of the weapons. Because the Quake guy is a stumpy little dude, and the position of the weapons so, uh, strange, you basically have a gun for a dick.
The plasma dildo was especially misogynistic.
And by looking down you can see the muzzleflash model in your invisible stomach.
Still feel a bit queasy because of the speed of movement, but apparently that's normal until you get your VR legs.
It'd be great to have a proper mod using the Hydra's http://www.razerzone.com/gaming-controllers/razer-hydra-portal-2-bundle though.
I played one for HL2 where you had to gesture to use ironsights, throw grenades and reload.
Imagine axing a Shambler for 'real' - you'd probably end up breaking your hand on the desk.
 Sorry For The Necrobump
#325 posted by quakeisdead on 2015/07/29 15:54:21
http://dl.dropboxusercontent.com/u/13399338/murder%20mandala.JPG
completed with about 2 rockets fired and 10-15 plasma bolts fired. :)
 So
#326 posted by ijed on 2015/07/29 16:17:01
Just lots of infighting and fiends jumping off the platform?
 Yup
#327 posted by quakeisdead on 2015/07/29 16:23:10
Just bunnyhopping along the edges as fast as possible and waiting for the infighting to stop. That could be an interesting puzzle map concept, using movement to complete a map with an impossible amount of enemies (Which must all be killed before being able to exit
 Wow
This turned 10 years old and nobody noticed.
 But You Did
#329 posted by mfx on 2017/06/21 20:53:16
 Meh
#330 posted by Qmaster on 2017/06/21 22:28:25
Warpspasm is the Xlarve's Dream of yesteryear. It can be fun and is well made but can get repetitive. Not for everyone. I enjoyed many parts of both of your massive worlds, but I don't see this as having as widespread an influence as other releases.
 Shadow Tower Secret
#331 posted by maiden on 2018/04/28 04:54:38
Does anyone know how to get the Shadow Tower secret in WarpC (Sealed City)? The one with the RL atop a tower with a spiral staircase. ijed said it's one of the hardest in the pack. The 100% demo links people posted back in the day are now dead.
#332 posted by parubaru on 2018/04/28 12:17:38
The links in post 264 seem to work fine for me.
In case, I have the files too.
They require an engine that plays demo protocol 15 back fine. This means glwarp, markv etc.
However, I remember my markv crashed during a playback of the warpd demo.
The warpc_sw62 file contains a warpc_rl demo
which shows the way to get to the shadow tower.
#333 posted by parubaru on 2018/04/28 12:24:52
In #277 there are links to zip versions of c and d.
And the demos are protocol 10002, not 15, so you need and engine that supports the 10002 format.
 @parubaru
#334 posted by maiden on 2018/04/28 17:58:28
Thanks, too bad QuakeSpasm doesn't support protocol 10002. Does Mark V?
#335 posted by Baker on 2018/04/28 18:27:43
Mark V only supports protocol 10002 to the extent that Warpspasm start demos needed it to playback.
Requiem uses protocol 10002 as the protocol all the time, you might try that engine.
https://www.quaddicted.com/engines/requiem
#336 posted by maiden on 2018/04/28 23:48:28
I used the included glwarp.exe and it played back fine. Thanks.
#337 posted by Baker on 2018/04/29 00:45:30
You said you'd be watching demos. Requiem does have some sort of demo rewind and fast forward because it based off JoeQuake.
I would imagine Warpspasm 100% demos would be rather long.
 @Baker
#338 posted by maiden on 2018/04/29 18:21:41
Yes it was purely for watching the demos parubaru mentioned. Before downloading Requiem I thought I'd try the engine mods included with the map pack. glwarp.exe played them back fine, albeit without the rewind/fast-forward functionality as you said. At least the demo was a 100% run and quite fun to watch.
Speaking of demos, the only playback functions I'm aware of with vanilla Quake/Quakespasm/FitzQuake is play and pause. Are there any others? Googling turned up nothing.
#339 posted by Baker on 2018/04/29 18:50:40
Vanilla Quake/Quakespasm/DarkPlaces that is really all you can do, although you can fast forward with host_framerate. Rewind is simply impossible, rewind ability in an engine requires a fair bit of work.
Mark V has demo rewind/fast forward better than JoeQuake with the arrow keys. Press tab (+showscores shows how much of the demo remains to be played.) qbism super8 (a WinQuake style engine) also has demo rewind based on the Mark V style implementation.
glwarp is a neat engine for its time. One upon a time was only huge maps engine with classic look.
#340 posted by maiden on 2018/04/29 20:56:43
Thanks!
Do I just drop any of the mark_v exes into my Quake directory?
And speaking of engines, what's the best way to run Nehahra nowadays? Quakespasm + Spirit repack from Quaddicted?
#341 posted by mh on 2018/04/29 21:05:29
The best way to run Nehahra is probably still with one of the original engines built especially for it. Nehahra is a bit of a special case, and a lot of what it does (and the way it does it) dates from a time before things were really well standardized. Consequently, Nehahra tends to do many things in a way that's not really compatible with everything else (and some are outright broken, like adding extra protocol functionality without changing the protocol version). Even DarkPlaces gave up on maintaining Nehahra compatibility a long time ago.
|