Giftmacher
I'm aware of that - I did change the appropiate trigger_multiple in the start map to reflect that it's ad_e1m3 and not ad_sepulcher.
Personally I believe that it's an excellent attempt at an e1m3 remix that even can stand on its own even in beta form. (Of course you may disagree.) Part of the reason I posted it here was because in the event that the final version is never released, it's definitely worth playing.
Also because as is evident from all the screnshots, the reconstruction and iteration was indeed massive, and I fear that the "remix elegance" (if that is even a term) of this version may be lost in translation.
If you want me to pull this off Quaketastic then give me the word.
No Worries
#364 posted by Giftmacher on 2016/12/20 00:51:38
I just wanted to clarify, sepulcher is not e1m3, it's a new place! I would be better off making a new attempt at e1m3, many lessons learned since April.
Ad_azad Broken ?
#365 posted by Barnak on 2016/12/20 03:14:49
I found two bugs in the map ad_azad (yes, I downloaded the latest version from the update above) :
There's a hole on the ground, next to an entrance at the end of a cave corridor, in which I could fall in. I then get stuck in that hole.
The major bug happens at the end, after I enter that big room with columns, and a transparent tube protecting a pentagram. Nothing happens and I get stuck in that room. All doors are locked. Had to use noclip to get out, but can't find the exit.
#366 posted by muk on 2016/12/20 03:44:05
Barnak, in regards to the final "bug" i believe you need to gib the body on the ground with the Shadow Axe.
Gibs..
#367 posted by Barnak on 2016/12/20 04:40:42
Ah yep, it worked, thanks ! But this was disgusting ! ;-)
Then I'm stuck again. One last door is still closed, and dunno what to do next.
Fantastic level, by the way. :-)
#368 posted by Joel B on 2016/12/20 05:42:55
Good Read, Thanks!
#369 posted by Mugwump on 2016/12/20 07:24:11
Nice Interview!
#370 posted by xaGe on 2016/12/20 09:24:43
Reading That Makes You Feel Pround, Even Through You Wasn't Part Of It
#371 posted by NewHouse on 2016/12/20 10:04:06
Thank you all for sharing this project and all of its content.
Proud*
#372 posted by NewHouse on 2016/12/20 10:08:39
#373 posted by PRITCHARD on 2016/12/20 14:25:38
Reading that sock uses batch files to run his compilers was a nice treat. I do the same - not sure why, it's just a habit I settled into when I first started mapping.
Golem Crashing QS
#374 posted by damage_inc on 2016/12/20 19:31:50
I hope this wasn't because of my "request guys. Sorry if it was...
http://i.imgur.com/iH98UpB.jpg
I was working on a storyboard level and had that happen. It reproduces pretty easily, for me.
Oh btw, Arcane Dimensions is awesome <3 We might have some preview wip screenies :)
#374 Cont.
#375 posted by damage_inc on 2016/12/21 11:28:42
This is the issue in DP's console
http://i.imgur.com/WEXp8Zf.jpg
Is there a problem with "blockudeath"(self.think)? I mean that's where it stops each time?
I searched through the .qc but aside from the obvious typo or something easily recognizable I'm limited right now to picking up on what the problem is.
Also happened at Gotshun's so it's not just my PC.
For The Melee Only Golem
#376 posted by Qmaster on 2016/12/21 14:24:09
Could be because th_pain is never assigned.
Here Is Something To Try
#377 posted by Qmaster on 2016/12/21 16:14:08
Set the melee only spawnflag but also set the statue spawnflag. If no error occurs, then it is definitely because it doesn't set th_pain. The golem_wakefinished function sets th_pain for you after the statue wakes.
@Qmaster
#378 posted by damage_inc on 2016/12/21 22:16:32
That's how I am getting this error. I start with those spanwflags(melee only + statue) set!
I think it is when he goes for the "punch" animation that it occurs. Also, maybe, I'm not positive on this, in godmode it doesn't happen?
I'll try one of the AD maps and see if it is specific to ME! Hindsight, I should have did that to begin with :(
AD 1.5.2
#379 posted by Qmaster on 2016/12/22 04:57:42
I'll take a look at the golem crash later when I have some time. In the mean time, are there any other known bugs anyone has found. I don't think Sock or the other mod members would mind if I do an updated code patch for any other loose ends.
(DISCLAIMER: I operate on the principle of improving what is open source for the benefit of the mod community. Any bugs that I claim to fix or any features added are soley the whim of Qmaster and in no way reflect the mod authors intention or approval unless specifically stated by one of the official members. I only offer services purely because Sock has stated he is no longer updating the mod (why would he, maintaining a mod is a lot of work, especially when so many people keep throwing out feature requests (Yes, I may have been one of those people, at least I know how to implement them ;) .)))
#380 posted by Mugwump on 2016/12/22 10:21:02
One thing that would be great is that all you AD modders would gather together to implement your stuff into a "main trunk" mod instead of each being a separate fork of the original AD...
This Is Turning Into Quite An Early Christmas Present!
#381 posted by generic on 2016/12/23 15:40:36
I've just finished Leptis Magna with only 1 secret left to find and all but 2 kills on normal -- there are 2 gargoyles that won't wake up. Epic awesomeness! Looking forward to Terror Fuma next, then MFX's and Sock's remixes. Cheers!
#382 posted by PuLSaR on 2016/12/23 16:11:31
there are 2 gargoyles that won't wake up
They wake up when you get one secret.
#383 posted by dwere on 2016/12/23 20:52:06
In the mean time, are there any other known bugs anyone has found.
Single-shot weapons (like SSG) have been broken for a very long time. Symptoms: if you release the trigger at the wrong time, the weapon's animation will loop again without actually firing; during continuous shooting the muzzle flash frame comes too early.
My fix redone for 1.5:
https://drive.google.com/open?id=0B9DxOfPvG2G1TDdaamhvZkJraTg
Disclaimer redux: I dunno if it will break your mod or blow your house up. The fix Works For Me(TM), but it's probably deficient in some way, because I have little experience with QC or programming in general.
What it does is it steers the animation to the idle frame and makes it stay there, unless the player keeps shooting. Or something. I already forgot.
Elusive Secrets
#384 posted by anonymous user on 2016/12/24 05:58:50
To those struggling to find final secrets on various maps even with noclip, here's a last-resort solution: boot up the source map in JACK, pull up the entity report in the map menu and filter the entities by class to "trigger_secret". Then you can go down the lines and hit "Go to" on each one to center yourself on the trigger in the 3D view and see if the surrounding area is one you've been to before. You can narrow it down that way.
Oh
#385 posted by sevin on 2016/12/24 06:02:01
Wasn't logged in. I feel obligated to claim responsibility for my work-around. Please send your e-donuts to me via the teleportation station at Metal Monstrosity.
Triple Posts
#386 posted by sevin on 2016/12/24 06:05:00
Speaking of Metal Monstrosity, I downloaded and played the original today before I realized AD 1.5 contained a remixed version. I thoroughly enjoyed the original, though ledge-crawling for secrets was tedious and dodging Bob-fire above the void was stressful to say the least. What's new in the remixed version?
#387 posted by lpowell on 2016/12/24 08:21:03
Better flow overall, just a much smoother and more satisfying experience with better secret-finding, and it greatly benefits from AD's expanded base roster. Though if you don't like fighting over voids that hasn't changed.
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