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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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@Rick: thank you.
Yeah, F9 is my favorite key.

@ericw: thank you for the explanation.
It certainly helps to explain things.

I have sent the win32-win64 stuff with permission.

@Hrimfaxi: I ask for you patience. Most of the stuff I remembered and tested again is recorded.
I'm still willing to give it another go. 
Patch 
Here's the longawaiteduntileveryonegotboredandwentaway patch for Telefragged:

https://www.dropbox.com/s/d5em6lncudro4o1/telefragged_patch_1.01.zip?dl=0

It's BSP and LIT only, no code or other asset changes.

It believe fixes all most issues described on this thread.

Known issues:
walkmonster in wall 3712 1184 184
item fell 794 406 -26
item fell -864 1400 -650
3 missing textures

The map also sharts out a lot of walkmonster errors in runtime, but they're non critical AFAIK.

I'll fix these issues in the next build (it's late and everyone else in my house is sick).

Testing appreciated.

Eventually (next build) this should be the official patch along with a small readme referencing the correct engine, and then I'll do a new v1.01 zip to replace the original pack download. 
 
Nice. that map was so confusing at first. But fun 
Ijed, Thank You Very Much, 
I'll be aiming at making an all secrets demo. 
Let Me Do The Official Patch First! 
This is just to test, so your demo won't work on the final version once released if you record it now. 
Just Played 
Sorta new here so I am just starting to play all of these famous (or infamous) maps people have created over the years. This just made my jaw drop in awe. The sheer size, detail, concepts of it all is just mind boggling! It felt like a full fledged game at times!

-Locust had a fresh feel with its outdoor vistas and connecting pathways.

-Telefragged is something else entirely and the initial "stealth" sequence is sickeningly original. Playing on Nightmare with over 900 monsters is just chaos!

-I actually did not realize there was a third level due to the slightly obscure way to reach it (Walk into the blackness of a pipe) but this map felt like a nice closer and the amount of reusable spaces was pleasing.

Fantastic job guys, it was a blast! 
Ijed 
I still get 2 items falling out on skill1:
Bonus item fell out of level at '794.0 406.0 -26.0'
Bonus item fell out of level at '-864.0 1400.0 -650.0'

and:
walkmonster in wall at: '3712.0 1184.0 184.0'

There is a little z-fighting on the part of the stairs that explode by the pipe:
https://www.dropbox.com/s/m7lw19s18ewa3l2/spasm0000.jpg?dl=0
The part of the stairs that explodes is also lit a bit differently, maybe set "_shadow" "1" on the entity so it casts shadows and will blend in with the world.

These are minor of course, maybe not worth a full recompile, but I guess items falling out are fixable with an onlyents. 
Thanks Eric 
I'll do a build next week once I get back next week. Those are the annoying errors I mentioned above - you think you've got them them all and... Splat.

Of course, if I was going to do a mfx I'd fix the wonky vertices all over the place as well..

Good hint with the stairs as well - I didn't notice that.

Bloughsburgh - glad you liked it! 
@ijed 
Just wanted to mention the alpha textures on world model thing.

Traditional Open GL skybox drawing in old engines draws skyboxes in a relatively inefficient manner by first drawing a fullscreen skybox. Result void = sky.

There are other ways to draw a skybox including only rendering sky where a sky brush is shown.

I don't think MH or Spike or any of the shader/cubemap advocates will read this thread to chime in.

But future engines written with modern rendering may have a tough or annoying time with this map.

(It was my severe mistake to do alpha masked textures on world model textures in my alpha texture mock up in oldy Mark V.)

/Ok ... I pointed this out so future generations can quote this in a Wikipedia article or something. My job is done! 
 
Btw, ijed ...

I think it great you are releasing a revised version.

(Now if someone could pester Kinn to make the 2 tweaks to make Marcher Fortress's QuakeC coop friendly ...) 
 
Baker - I agree fence textures on world are not ideal / somewhat hacky, but I don't think it poses any real problems. There are already transparent faces in the world (transparent water), so fence textures are just another face type to deal with.

Why would it interact badly with more optimized sky rendering? (reminds me to look into that / benchmark it..)

I don't think this map relies on the void appearing any particular way, Quakespasm's void is hideous (you can see the waterwarp texture, and if gamma is enabled everything turns white) 
 
I agree it isn't a big deal, but remember this!

The skybox is painted first basically fullscreen with no z-failing. So in Quakespasm with the skybox, void isn't hom -- void looks like skybox. In future, with modern rendering Rubicon Rumble would be the single map that would require special treatment.

Anyway, I don't even like post this because I feel like I'm nagging or something. And it's not a big deal to me either, but if I didn't mention this no one else would --- so I just view it as an obligation to point it out.

/Enough said, I'm not looking to nag or be a downer. Believe me! So no more from me on that. 
Well 
The void is never visible to the player, this was only used to save on adding more entities to the map. Maybe I fuckers it up somewhere and it is visible - Eric was worried about the same issue back then, and it is a fair point.

But.

Nobody is going to blame the engine coder for mapping errors (which was my argument for including this back when I made the map).

It is a hack or 'not best practise implementation'.

I'm not interested in moving all the walkways to ent now though - this would cause a cascade of new bugs to deal with.

On the other hand, coop support is a weirdly compelling idea :) 
 
I'm going to quote you on that.

User: "But Rubicon Rumble renders wrong here."

Baker: The map creator, ijed --- your lord and master, the great one, "he who can't make a map without forcing every engine author to accommodate his idea", the guy who beat Blanka in hand-to-hand combat in real-life and now represents Brazil in Street Fighter 7 -- he said 'Nobody is going to blame the engine coder for mapping errors'

User: But ... but ...

Baker: The great one, he hath spoken. 
You Forgot 
I slam my staff on the floor after each proclamation.

I should invent an ascii for that. <KLANG>

And I only beat Blanka at qouites best 2/3. He won one when he pulled that electric skin BS.

Hm. I just realised Blanka is a girls name - he should be called Blanko. 
 
FWIW, i'm pretty sure i've seen bits of grey void behind several staircases in RRP. Not sure which map it was, though. 
Yeah 
I thought I fixed them all :(

Each step (at least the fixed) isn't a block but a trapezoid beveled in 2 units on the lower rectangle.

I'll do another pass on that as well. 
About Coop 
Something fun to try ...

If you play coop, Mark V shows per player scores in coop if you press TAB. 
Just Playing These Maps Now... 
A bit late to the game I know...

Man, that telefragged map is brutal. So long. And I got so lost! 
Telefragged 
Played through it again a few days ago, this time on skill 2. What really stood out this time were the giant shoggoths. In several instances because of the game engine it looked like they were melting through the walls and protruding out, making for a very disturing and surreal FPS experience. Like I said in a previous post it reminds me a lot of AvP2 or some sort of Gigeresque nightmare. All that's missing are Droles and Vorelings bursting through the walls randomly and swarming the Iron Hand soldiers :) 
The Big Limitation 
In Quake are the models.

I know how to model but my animation is very weak.

The concept of the Iron Hand was to expand the Enforcer enemy into an entire culture. They've been reskinned a tonne and some interesting variations have been made (Rubicon, Mexx) but there's a lot of room in the Quake universe for a technology / eldritch mix.

Quake2 wasn't it. For me it was the game version of the film Virus.

Maybe one day I'll develop the concept and browbeat / bribe enough talented people to actually put it together.

I humbly link some stuff:
http://louismanning.wix.com/ijed#!blank/w6hts
http://louismanning.wix.com/ijed#!blank/w2bji

The Iron Hand version of a Drole would be a lot more terrifying.

----

For those of you waiting for the RRP patch, it is in progress, current version is 1.02. 1.03 should be the release candidate, made possible by Eric, MFX and Parabaru. 
Jokes On Me 
"been looking for black faces, i found none, but felt like KKK" 
Patch Is Ready 
Here's the patch (bsp + lit): https://www.dropbox.com/s/2lk84vnzy3oeaeo/rrp_patch103.zip?dl=0

And here's the full patched download: https://www.dropbox.com/s/5xzckbmk99yz8mp/rrp_v103.zip?dl=0

All the known bugs were fixed and I added EricW's dirtmapping why not (thanks Eric). 
Transparent Textures Fix For Darkplaces 
helo, i've made a small fix that corrects transparent textures in rrp for darkplaces engine.

more info in the 1st post of my thread at quakeone.com, update from january 16th: http://quakeone.com/forums/quake-mod-releases/finished-works/11833-jakubs-rt-lights-experiment.html

direct link to the file:
http://quaketastic.com/files/misc/fixes%201.1..zip

jakub 
Great Patch 
Thanks, ijed, and jakub.

Though I personally have never noticed any bug in RRP... Guess I can never be a good tester. 
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