Going To Play Through The Update
#548 posted by ionous on 2017/08/25 02:15:55
@ Ionous [so..]
#549 posted by Lo Frag Traff on 2017/08/27 20:49:52
was it just forgotten sepulcher that was updated?
it's just that i didn't read anything that mentioned there was an update.
for better or for worse, in your opinion?
Horde Of Zendar
#550 posted by Lo Frag Traff on 2017/08/27 20:50:57
finished it!
quite tough for me on skill 2.
9/10 secrets.
that scrag boss fucked me off no end!
Again..
#551 posted by Lo Frag Traff on 2017/08/27 20:51:59
mental interlinkage map-wise from sock!
Lo Frag Staff
#552 posted by ionous on 2017/08/27 21:02:29
A few of the maps had minor updates, but the major addition was indeed Sepulcher.
Horde Of Zendar Demo Issue
#553 posted by Lo Frag Traff on 2017/08/29 21:28:26
right, from what little i can gather from googling, i type playdemo [name of map] then hit enter.
i have tried dropping the extracted demo file into:
1) quake directory
2) id1 directory
3) ad directory
so far nothing.
the only thing i can think of is that the demo file is only compatible with the original horde of zendar mod, but somehow not with the version included with the arcane dimensions pack?
i've been wanting to try out MaxED's simple quake launcher, so i will try the original mod and the demo file before clocking some zee's tonight.
if i don't manage that in the meantime, hopefully someone can put me straight!
Nah :(
#554 posted by Lo Frag Traff on 2017/08/29 21:39:35
MaxED's launcer works like a charm, i'm glad to say!
booted up the original horde of zendar mod no problems, bit the following command seems wrong.
playdemo zendarnightmareisforpussies
No Worries!
#555 posted by Lo Frag Traff on 2017/08/29 21:45:15
a bit of a schoolboy eror on my behalf.
sorted now.
#556 posted by ericw on 2017/08/29 21:46:34
That demo from http://celephais.net/board/view_thread.php?id=60985&start=67&end=67#67 is for the original release of the map (not AD):
http://www.simonoc.com/files/maps/sp/zendar1d.zip
I just extracted that, and put the .dem into my zendar1d folder, and it plays with playdemo zendarnightmareisforpussies
No Playthrough Right Now
#557 posted by megaman on 2017/08/29 22:24:12
https://www.twitch.tv/megmn
But probably at some later point!
@ Ericw
#558 posted by Lo Frag Traff on 2017/08/29 22:57:04
yeah, i figured :)
10 Out Of 10 Secrets In Horde Of Zendar!
#559 posted by Lo Frag Traff on 2017/08/30 21:25:55
i can retire happy now :)
colour me sozzled!
@Lo Frag Traff
Umm... try 100% secrets on Forgotten Sepulcher now... I double-dog-dare ya!
@dumptruck_ds
#561 posted by damage_inc on 2017/08/30 22:49:03
So cruel :-P
Ad_e2m2 Demo
#562 posted by spy on 2017/11/07 17:16:50
skill 3 demo for updated version of ad_e2m2
https://drive.google.com/file/d/1CFFpwr12GnuU-XpAatCcRE9Yz7rPe0m4/view?usp=sharing
one of the greatest remakes ever. a huge kudos to sock
96/96 kills
9 out of 10 secrets found
A Note To Others
Spy's demos are pretty entertaining if you haven't caught them I highly recommend a view. Haven't watched this one but will do once everyone in RL stops bugging me.
Enhanced Ad_quake.fgd
#564 posted by muk on 2017/12/10 05:02:18
http://quaketastic.com/files/misc/ad_quake_fgd.zip
This is heavily modified and may only work properly in TB1/2.
Most entities that allow you to supply a model will now display the model you choose. Most of them will switch skins. Most monsters will switch skins as well. It was hard to provided for every scenario. For example, zombies with a custom skin will display the default skin if they are also Crucified/On Floor. Keys wont switch models based on worldtype(but they will if you supply a new skin under exactskin), theyll only stay as medieval keys..etc...
This also includes lots of things the current .fgd lacks like boglords and swamplings. Enjoy!
1.7 BUMP.
#565 posted by Shambler on 2017/12/31 11:44:50
Kinda Disagree With
#566 posted by spy on 2017/12/31 13:42:31
The AD map source files are not needed or viewed much
It's always handy to look at some things, the logic_gates and so on
congrats the AD team and happy NY
Totally Didn't Expect To See This
#567 posted by Kingold on 2017/12/31 15:17:31
What a nice gift for New Year!
Date Of First Message
#568 posted by Barnak on 2017/12/31 15:27:21
Why is the date of the first message is 2016/12/04 ? Should be 2017/12/31 instead.
Awesome
#569 posted by Kinn on 2017/12/31 15:38:28
Shall I delete the previous install or can I just unzip (ooh-err) on top of it?
Nice work on the FGD, Mukor! Super useful.
A question for the group ...
Is there a way to launch AD without having the menu pop up? Like, in working a level, I'm constantly having to launch the game and then hit ESCAPE before I can actually play.
Is there a way to just launch straight into gameplay using +map?
1.7 Map Reviews
Hey Sock.
ac_ad: While I still need to play the original map to get some further perspective, I'll give a few comments anyway regarding how I feel about it.
The geometry was excellent, and had a very clean feel. It didn't feel very sock-ish, but I wonder if that was a homage to the original map. The button find was enjoyable for the most part and I didn't feel like any were too crazy out of the way.
There was one portion underwater where the player runs out of air fairly easily. I didn't notice an envirosuit either, so it's kind of awkward as a gameplay mechanic, especially if the player is traversing over it multiple times looking for the buttons.
*spoilers incoming*
In terms of gameplay, the pre and post button find secret enemies lead to a very different gameplay experience. The first half being far more cautious, and the base enemies were far more "run and gun". I played on nightmare and felt that it was maybe a touch too easy. In the end I gave up hunting down all the enemies because the map is so big and maze like that it was difficult to find them all. I think I had maybe eight left when I exited the level.
If I were to suggest an improvement it would be to close off portions of the map when you open up the button find secret, so that when the base enemies spawn the player can be directed to them better. Now having said all this, I thoroughly enjoyed the map.
s1m1: A really nice little homage / remix of e1m1. It was nice to see your take on the iconic stuff we all know so well. Good job keeping the secrets so similar in feel to the originals too. Gameplay was nice, and had a very faithful vibe. It was nice to see a bite sized map come from you, it was a pleasant change :)
Again, some great releases. Thanks for keeping working on this, even though you keep saying that it's finished and won't be worked on again XD
I guess a workaround is just to leave Quakespasm running and bind a key to "restart" ... seems to work, and faster than restarting the engine from scratch.
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