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R U B I C O N R U M B L E P A C K
Is complete. It features maps by myself, MFX and Hrimfaxi. It's based off Rubicon2 and includes a few new enemies and features.

Download links: quaddicted / dropbox

Here's the link to the required engine (quakespasm svn r980):
http://celephais.net/board/view_thread.php?id=60452&start=1108
I'm sure more engines will support this pack with time.

UPDATE 1: Devkit is now available here

UPDATE 2: Patch (bsp + lit): https://www.dropbox.com/s/2lk84vnzy3oeaeo/rrp_patch103.zip?dl=0

Full Patched Download: https://www.dropbox.com/s/5xzckbmk99yz8mp/rrp_v103.zip?dl=0

Fixed Bugs:
HOMS through walkways at odd angles
Zfighting inside door frames
Unmarked / broken secrets
Crash on easy skill
Items falling out of level

New Stuff:
Added coop starts (untested)
Added dirtmapping
Added brushes to better divide the visleafs (performance)
Added some dynamic helper signs to aid navigation
Various miscellaneous tweaks and gameplay fixes
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Ericw 
I asked the mapper in question if he doesn't mind.
If he agrees, I'll send screenshots and demos by mail.

I'm willing to test all versions on Sourceforge Files page from QS.0.90.0 tomorrow on Locust.

It seems the map behaves differently in 85 than in 90 with regards
to z-fighting. Should this be the case? Namely no z-fights in 85 where I found some in 90.

Let me take this opportunity to thank you for your continuous efforts and work on Quakespasm, my engine of choice. 
 
Thanks, glad to hear it.

Namely no z-fights in 85 where I found some in 90.
Yes, this is expected. 0.85.9 had a hack to fix z-fighting, which was causing mappers to put z-fighting in their maps because QS was hiding it. It would also cause a seam to appear around secret doors. We disabled this in 0.90.0. You can re-enable it by setting "gl_zfix 1".

I'm willing to test all versions on Sourceforge Files page from QS.0.90.0 tomorrow on Locust.
I'd suggest using the latest QS version 0.91.0, unless you are looking for a regression between 0.90.0 and 0.91.0? 
 
Those darn mappers! >:-( 
 
which was causing mappers to put z-fighting in their maps

Accidentally? Or could it have any benefit so that there is a point to do it intentionally?

0.85.9 had a hack to fix z-fighting(...)QS was hiding it

This seems dangerous to me.
The maps (ab)using this feature are exposed in the later engine version.

you are looking for a regression between 0.90.0 and 0.91.0?

No, I was just curious when the differences were introduced.

In which version were the maps tested?

The topic says the required engine was 0.85.10.
All z-fightings in the maps hidden, even before the eyes of testers?

Now, in later engines, light may come onto issues the
mappers and testers might not even have dreamed about? 
Nah 
Was for something else. 
This Is Much More Comlicated Than I Thought. 
I haven't received an answer from the mapper about the item fell out issue yet.

With several demos and a couple of new screenshots for Hrimfaxi done, I decided to give Telefragged a go.

I didn't get very far yet because I have run into the following issue.

I loaded the map I think in 0.90.0 win32.
Developer 1 says 13 items fell out.
http://quaketastic.com/files/telefragged_itemfell1.jpg
I loaded the map in 090.0. win64, I believe.
This time there are 14 items dropping out.
http://quaketastic.com/files/telefragged_itemfell2.jpg
Then I decided to reload the map again.
http://quaketastic.com/files/telefragged_itemfell3.jpg
This time it's 15 items.
I honestly lost track with version I was running.

These screenshots seem to indicate it's not (only)
dependent on whether it's win32 or win64.

And I quote mfx here:

Strange
#344 posted by mfx [78.55.209.78] on 2016/01/24 22:48:06
i tested with recent versions now and have even more item dropout.
 
Thats Very Strange 
I'll do some more revisions once I get the time.

I've got the files in the cloud now so shouldn't be as bottlenecked as before. 
 
I've got the files in my butt now so shouldn't be as bottlenecked as before.

I love the web 2.0. 
Spirit 
Whatever Floats Your Boat 
I love the diciplinarian rigidity of an efficient system that adheres to pre-defined rules 2.0 
Wagh 
Dirtmapping is slooooow in this map :)

Vis took 10 minutes.

I've fixed all the b0rkage I should have done last time in the bsp along with less obvious technical issues like lack of vis blocking and gameplay logic problems (yes the pipe that blows up).

I didn't get any items dropping. Could this be a framerate issue? The mod loads all items on map load and if there's not enough memory allocated then maybe some stuff gets lost. Just a blind guess. 
Eric + Spirit 
I was thinking a patch plus a new download:

rrp_v1.1.zip
rrp_patchv1.1.zip

With it implicit that the first release was v1.0.

Both of the above would include the link to the current engine change in the readme, and the telefragged bsp, lit and map files.

Updating the devkit alone seems like overkill for just one file, even if it is a fairly complex one.

Sound good? 
Spoke Too Soon 
Now lots of item dropping 0_o 
Most Of Them Are My Fault 
But I don't get all the ones in the screenshots - those same errant 3 seem caused by something else.

Will see if I can narrow down the issue. 
Sorry 
can't release update without inclusion of additional bonus maps by Sock and Scampie


Standards are changing. 
Sock, Scampie 
You're up! 
Ijed 
Sounds great. I can test it before release if you want, just shoot me an email.

Also, I don't know if this is useful but DarkPlaces reports more items falling out in telefragged, like 24-25. I'm guessing it's due to Darkplaces' different handling of rotated bounding boxes than Fitzquake family engines, and a lot of the pickups are rotated. 
Yeah 
That was the issue I alluded to before of engine fixing the fix - I redid the ammo bsp's with their centre corrected, and DP has a gameplay fix for that as well. So I suspect it may be offsetting some ammo boxes a further 16,16 units and therefore just enough for them to drop out.

The dumb bugs are fixed and I fixed some of the vis blocking. Unfortunately there's no fix for poor layout without rebuilding large sections of the map (the main hub and conncetors) so the wpolys still get up to 10k from certain angles, possibly 11k from very specific viewpoints.

Nevertheless it's improved by a few cheesy blockers and walls scattered around to break the LOS.

A HOM also appeared which wasn't there before, but there are several offgrid errors being reported so I need to chase down the suspect brushes.

It may be that these errors didn't bother the older version of the compilers (from 2014!) but the newer ones HOM the dodgy brushwork.

I'll knock out one more compile (10mins vis, 40 light) and send it over if its not too badly broken - thanks :) 
I Badly Broke It 
Worse yet, it crashed my game of Darkest Dungeon, just when thing were going well D;

It's late, time for sleep. 
Z-fight, QS 085.10, 090.0 
If the maps have been tested my mappers and testers
in QS 085.9 or 085.10, it may be no wonder
090.0 displays several instances of z-fighting.

@ijed: I went through Telefragged in 090.0. I have made sceenshots for all the z-fights I found. May it be worth to take a look? I can send or post them if you wish.

Is the rocket launcher area supposed to be a secret area? 
I'm Testing In 91 
Since older versions become depreciated.

The Z-fights I've found in telefragged tend only to be within some door frames and with fullbright turned on. I can only think of one after the last pass, plus the shootable button in the slime (also fixed).

The rocket launcher area is supposed to be secret yes... that's odd. Must have got lost in the shuffle. 
@ijed:Telefragged Test 
The Z-fights I've found in telefragged tend only to be within some door frames

that's true

and with fullbright turned on

How do you turn on/off fullbright?
Sorry for my lack of knowledge.

I can only think of one after the last pass

could it be the stairs in the room next to the exploding pipe?

plus the shootable button in the slime (also fixed)

is the window supposed to be broken all the time?
if not, may I ask what triggers the window to be broken?

The rocket launcher area is supposed to be secret yes... that's odd. Must have got lost in the shuffle.

I got a bit confused. You do get a centerprint, but it does not have a name like all the other secrets. I have found all so I can confirm it's not included in the 31 secret count.

So in the released version you can get 29/31.

(The long drop can be triggered but was not possible to survive without cheating. The infused can also be triggered but it didn't add to the counter of found secrets.) 
@ijed Test Cont. 
You are probably well aware, but I think it's safer to mention as I haven't seen it in the thread.

After getting healed, there is a grunt next to the exploded pipe whose death seems to trigger the opening of a door. If the grunt is not killed AND you go down to the shocking secret area then you get stuck. 
 
How do you turn on/off fullbright?

I put these useful commands in my autoexec.cfg


bind "F8" "noclip"
bind "F9" "notarget"
bind "l" "toggle r_lightmap"
bind "f" "toggle r_fullbright"
bind "b" "toggle r_showbboxes"

You may want to bind to different keys (for example, my notarget over writes quickload).

The toggle commands can also be entered directly in the console.

r_fullbright 1
r_fullbright 0 
Parubaru 
To fill in the history about the Z-fighting thing: Yeah, just before RRP was released, the pack was tested in QS 0.85.10, which was hiding z-fighting, so that's why the problem wasn't caught in testing.

The way the timing worked out is a bit unfortunate; we disabled the z-fighting hiding in QS after RRP came out. QS 0.85.10 was never released as stable version of Quakespasm, the stable release was 0.90.0, which had the hack removed (exposing z-fighting). 
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