Sock
#34 posted by than on 2013/07/08 17:24:02
You are a beast! Will play soon! (bed time now)
Quakespasm
#35 posted by negke on 2013/07/08 18:05:26
Uhm, I never had any problems running this map with 0.85.9, no need for -zone or any other special start options, so you must be doing something wrong (Linux?)... I always loaded the mod/map through the console, which means I didn't have to deal with the sock settings, either.
RE: Quakespasm -zone
#36 posted by szo on 2013/07/08 18:53:35
On which operating system / architechture did you need specifying -zone? (Suspecting 64 bits. ???)
64 Bit Lunix
#37 posted by Spirit on 2013/07/08 18:58:35
RE: Quakespasm -zone - 64bits
#38 posted by szo on 2013/07/08 19:07:11
I see; most possibly because of size_t and ptr* being 8 bytes instead of 4 on 64 bit OSs. Might increase the default zone size at least for 64bit versions in future (if I don't feel lazy..)
I Would Play It, But
#39 posted by deqer on 2013/07/08 19:11:31
I don't support mappers that make maps that require special engines or special command lines to make the map to work.
At this time, I prefer if the map just worked, in vanilla.
Lol Deqer
Seriously dude, this is a standard command-line that I use by default, infact I normally put my -zone at a higher amount for extra juice.
I used to use the -zone command back in the old quake days in the 90's. Plus I have played the map in RMQ, quakespasm and fitz. I bet it would work in directq too.
Lol Indeed
#41 posted by Vondur on 2013/07/08 21:48:10
this is the standartest way to play.
Stuck...
#42 posted by quakis on 2013/07/08 23:19:24
Using Fitz 0.85
2nd Crusher room; killed all enemies, as far as I'm aware, and neither the door, lift or wind tunnel unlock.
Skill 1 demo
I didn't read the thread before playing and went with Mark V, assuming it's the same as Fitz 0.85. I never encountered missing or invincible monsters though? Everything seemed fine.
Brilliant map with great architecture and texturing all through. The SK section felt like a sequel to honey for how damp and gritty it looked. I thought the lighting* could do with more contrast and drama, though.
The gameplay was loads of fun and surprises, the first Shambler lift surprised me completely and the second I did not expect to stop on my floor and nearly got killed.
* - kind of bummed there wasn't an E3M5-style strobe light corridor in this map...
Oh And
Please don't force gl_nearest on the player. :P
RE: Quakespasm -zone - 64bits
#45 posted by szo on 2013/07/09 07:55:50
Bumped Quakespasm default heap size to 72mb and zone size to 512kb in 64 bit builds in the svn: http://sourceforge.net/p/quakespasm/code/853/. The next 0.85.10 release, whenever that happens, will have this change.
Deqer
#46 posted by nitin on 2013/07/09 08:50:14
if you use fitzquake, which is what the mapper recommends, and really its not a custom engine inthe normal sense because its the standard engine most people have been using for many many years, there is no problem.
Command line dickery or other bugs are being mentioned in relation to other engines.
Tour De Force
#47 posted by distrans on 2013/07/09 11:42:16
Superb, nuff said...
Demo on skill 0, yes "0" :P but someone has to do it. 8/10 secrets, didn't fill the monster count because I chose not to take some items on the flashing panels. The "spawning" panels in the "centre" didn't seem to spawn anything once they were cleared; is that because I chose not to take some things?
http://www.quaketastic.com/upload/files/demos/dis_backstein_easy.dz
disrans turns on SoundForge and starts to compile some 16 second sound bites...
Feedback
#48 posted by sock on 2013/07/09 14:37:18
@Bal, wow thanks I did not know you had Quake on your HD anymore :D The final destination pipe is marked with arrows but the visual disconnection is not seeing the pipe blocker being moved. Should of setup a trigger to lower the blocker when the player was closer. I am glad you tried my map, now I just need to get CZG to play my map ... :P
@Vondur, good point. I can always setup the messages to be trigger once.
@quakis, the final fight should release the final exit and lift when the shambler is dead. He is locked in his room until you clear the room. Without a demo I cannot tell what happened unfortunately. :/
@onetruepurple, wow you turn and move so fast in your demo. I am not sure if this is an engine recording thing or not. I thought about the E3M5 strobe corridor when playing the orignal, but that part of the map just makes mt eyes hurt and not in a good way.
@distrans, you are the only person who found the SSG at the beginning, worked out the flanking routes for the GL/RL and explored most of the map! I thought the easy skill was fair, there was a couple of WTF moments but Quake needs that to be fun. Some of the item respawns have been removed from easy skill, I did not think the extra ammo was necessary. Also there is no harm in skipping stuff (RL/GL/YA) that is the choice of the player in this map.
Aye...
#49 posted by distrans on 2013/07/09 15:18:09
...having that Shambler over my shoulder in the last arena was a suprise but recoverable (if that's a word). I was lucky that I had the correct number of clamps down to keep it at bay so I could hammer it with impunity. I'm a texture fanatic so when I see something that looks like a misalignment and find it's am inverted sunken treasure I'm very happy. I really liked the way I had the choice about picking up items or not. Once I worked out that the flashing ground panels were "triggers" I was able to apply a possible cost/benefit analysis to the scenario (OMG that sounds rude but exactly how I approached it :( ) Excep of course that you gave me the opportunity to just stand on a tile and perforate two HKs yaaaaaaay! If I'd been a bit more on the ball I should've drawn a shambler into a triple ng trap rather than stand and deliver till I was down to the single digit reds. However, it's a sign of your quality design that I was able to recover and proceed to the end. BTW, the end was obvious and without guile...thank you!
Szo
#50 posted by deqer on 2013/07/09 17:05:26
Bumped Quakespasm default heap size to 72mb and zone size to 512kb in 64 bit builds in the
So, now your engine is part of the non-standard category of engines. Okay.
nitin: if you use fitzquake, which is what the mapper recommends, and really its not a custom engine inthe normal sense because its the standard engine most people have been using for many many years, there is no problem.
Sounds like fitzquake has already done what szo just did with his engine: Increased defaults; therefore no longer standard.
It's misleading for an engine to say that a map works, when really it does not(on a vanilla engine).
Forcing people to use a special engine to play a map. Bad.
Deqer
#51 posted by Spirit on 2013/07/09 18:09:42
What engine do you use?
#52 posted by Spirit on 2013/07/09 18:12:17
It is not like this release requires a whole new, only for this map, engine. Fitzquake and by extension (with limitations) Quakespasm are considered the standard engine for new map releases.
Deqer
#53 posted by szo on 2013/07/09 18:16:08
Please define 'non-standart'???? One can only take id's original ones as 'standart' and *nothing* else.
The mod's own readme file recommends using the -heapsize argument, which I believe by your 'standarts', makes him to recommend 'non-standart' engines?
(and why do I bother anyway...)
#54 posted by Joel B on 2013/07/09 19:38:53
Even back when there were no engines other than id's engines, some mods and maps and scripts required command-line arguments to run. It seems counterproductive to complain about sourceports upping their internal limits to make such things no longer necessary. We're long past the point where it is useful to measure out memory in megabytes.
People
#55 posted by ijed on 2013/07/09 20:07:39
Always complain about free stuff.
I am playing this by the way, and will post some demos soon.
#56 posted by gb on 2013/07/09 21:58:34
Er, deqer, cut Sock some slack... if you don't like "nonstandard" stuff, don't play it.
Don't tell artists what they can and can't do, pretty much. If you don't like the result, feel free to ignore it or make one cohesive post with your criticism, but pressing your point like this is unneeded really. I usually post my criticism and then the artist can take it or leave it, it's not like the world depends on it.
I vaguely plan to play this, too, but last time my demo stopped recording after the skill selection thingy and I'm not familiar with the arcane art of Quake demos. Can someone tell me how I can record a demo of the entire thing, assuming there is again the skill selection thing to overcome?
Moving Pixels
#57 posted by DaZ on 2013/07/09 22:02:57
where I basicly fondle the map's private parts :) https://www.youtube.com/watch?v=nacZqO8Zd10
Gb
#58 posted by necros on 2013/07/09 22:09:59
I'm not sure but I haven't be doing any of the demo recording tricks to prevent recording problems and no one has complained, so it looks like that has been silently fixed at some point??
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