VIS!
#26 posted by Spirit on 2008/01/19 18:55:16
I was curious how a proper VIS would improve the fps and so I did (bspinfo -prt, then vis):
http://img112.imageshack.us/img112/5984/b2f000007tq1.jpg
Please please VIS it properly and update the zip again. It really needs it. :>
#27 posted by LTH on 2008/01/19 20:27:08
In progress.
#28 posted by LTH on 2008/01/19 23:21:21
Done. Trinca: I can't load your demo, dunno why.
Mikko: there was supposed to be a huge satellite dish in that room. I guess I didn't finish it!
#29 posted by Trinca on 2008/01/19 23:34:24
LTH maby becouse is second version... and you trying in last version of map... might not be conpatible
#30 posted by negke on 2008/01/19 23:39:35
or because you're using a super-ancient version of DP...
So Is Iy Vised Properly Now?
#31 posted by nitin on 2008/01/20 00:26:22
and btw, the glass works in aguire's engine.
Testing A Q1 Map
#32 posted by aguirRe on 2008/01/20 00:31:21
in DP doesn't say anything about how the map will work in a real Q1 engine. The only thing you prove is that it works in that precise alpha version of DP.
What ever happened to beta testing ...?
Also
#33 posted by aguirRe on 2008/01/20 00:40:22
the progs issue seems to be caused by some qcc compilation settings, recompiling it (without modification) in frik or fte makes it work without obvious problems.
That is, except missing skin warnings if you gib soldiers and a missing SK if you gib the enforcer that's supposed to drop it. Kill the enforcer gently ...
I Like The Idea Of The Map
#34 posted by Baker on 2008/01/20 05:21:51
I loaded it up and played some of it and it looks really cool. Gave it a beyond Quake feel in a good way.
/Likes transparent glass in maps
LTH
#35 posted by JPL on 2008/01/20 10:24:23
Nice maps, very good layour, nice details touch, good gameplay. I had a lot of fun playing it...
Keep it up !!
I can't wait for your next map :D
Hah
Well you had better be able to wait, like 7 years!
Taking It Home To Play...
#37 posted by distrans on 2008/01/20 11:23:47
...re: #32, indeed and not only wrt this release.
Think I'm going to have to fire up LTH_SP as well when I get home. None of them ever rated that well, but they were among the levels that inspired me to map.
So...
#38 posted by metlslime on 2008/01/20 20:45:47
does the latest download have any fixes, like properly vised, fixed quakec?
#39 posted by LTH on 2008/01/20 21:52:59
Yes indeed.
#40 posted by Trinca on 2008/01/20 22:26:12
LTH did u saw demo? or still not working?
Is The Bsp
#41 posted by aguirRe on 2008/01/20 23:05:12
built with tjunctions enabled this time (it wasn't before)? Some old qbsps require option -tjunc. Otherwise there are red sparkles all over the map.
OMG, LTH!!
#42 posted by biff_debris. on 2008/01/21 05:07:44
Holy crap, it's been forever! Ran the map with DP -- and while I did dig the lighting and all, I've got one niggle -- the lights at the back end of the lift tubes need to be clipped, as idiots like me tend to get stuck under them. Gonna have to play again to find the secret, but it's good Quakey fun, buddy. Please don't take so long before your next release.
Type "gamma .5" Before Taking Screenshots
#43 posted by bambuz on 2008/01/21 12:50:08
:)
Well - I Had A Look At This...
#44 posted by RickyT33 on 2008/01/22 13:23:55
I thought it was pretty good - I liked the leaves and stuff - cool details for a Quake level!!! Also liked the coloured lighting and glass everywhere...
:D
Hmmm.
#45 posted by Shambler on 2008/01/22 13:48:32
Don't have DP and I don't think I have FQ either. Played this in Aquire's Quake (which I have for some reason, not sure why, I think it improved engine limits without having any extra stuff in, anyway I'm sure I needed it for some previous release). And I think the progs.whatever didn't work or something. I got normal Quake monsters and weapons and not much else.
Ah well. Balls to custom engines.
Shambler
#46 posted by nitin on 2008/01/22 14:04:51
aguire's engine shouldnt have anyproblems with this, the progs only adds some custom monsters. did you place it right? the zip file for this map didnt exactly put everything in the right place.
Shambler
#47 posted by goldenboy on 2008/01/22 23:21:09
Try giving this its own directory, like quake/forwards and unzip the contents into that, i.e. treat it like a pakfile.
Then run $ENGINE -game forward and it should work.
This should have come as a pak file.
It seems no custom engine is needed except for the glass (either AguirRe's glquake or DP it seems) and the colored lighting (anything with .lit file support.)
Interesting Map
#48 posted by Ankh on 2008/01/23 01:35:38
I liked the coloured lightning and the skybox. The glass worked fine with joequake. There were many nice details like the wall mounted weapons, computer panels or the plant section. The layout was nice, complicated and it felt like a real place. The difficulty on skill 2 could be a bit higher. The red enforcer at the end had really bad aim. It was enough to stand one step below him and he couln't hit you. Also you could have marked the doors better.
Overall a nice map and I enjoed it a lot.
Played It
#49 posted by Scragbait on 2008/01/23 03:40:15
I played through the original zip in Fitz and it crashed a lot but after replacing the progs with Preach's fix, the problem went away.
Not a bad map - played on skill 2 and it wasn't that hard (when it didn't crash pre patch).
I liked the gardens - very Unreal like - best leafy vegetation in a Quake map.
Some doors weren't obvious so I checked just about all panels. Coloured lighting was fine - Quake 2ish. Felt a bit non-linear which was good. No real setpieces but had that Rubicon vibe. Not sure if the glass was supposed to look like solid light blue but that's how it looked to me.
I got the secret by trick jumping (and I suck at that.) Is this the correct way?
A fine enough SP diversion. I remember LTH1 as being very hard by comparison.
#50 posted by goldenboy on 2008/01/23 03:58:23
The glass worked fine with joequake
Which method is used in this map for the glass? The one Than posted?
bcuz it doesn't work in tyr-glquake, at least for me.
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