Does Quakespasm Run On Voodoo3 Win98 128mb Ram ?
#52 posted by komagame on 2016/07/03 04:17:48
?
thank need help
Something Odd I Noticed
#53 posted by
Izhido on 2016/07/03 07:45:07
when testing the episode on my iOS VR port. It's not actually a bad thing, it works wonderfully, but still an odd issue to notice.
The vanilla episode and the two mission packs, when run from my port, report having polygons in the various map BSPs with the SURF_UNDERWATER flag set only when in underwater sections, and nowhere else (as far as I've seen until now).
DOPA, however, in the demos, is reporting me SURF_UNDERWATER in areas *out of water*, virtually everywhere. This is causing that an optimization I implemented on the engine does not fire when I expected to fire. Nothing bad happens, it's just an unexpected situation.
Is this something that happens commonly in mods, or is it something new in DOPA?
Good Reboot Of Quake ;)
#54 posted by
Shambler on 2016/08/21 19:27:52
Played it. Found the Dopefish but not the secret map. Generally good and pleasingly old skool, it does feel like a summation of Quake overall and/or an alternative Episode 1 (although perhaps lacking a little of it's charm). The map that had lava and wind tunnels and shit was very hard and I ran past a few enemies. The "clear the lava boat passage" secret in that was cool. I liked the one after that. I can't remember much else as an afternoon of Quake has blurred into one, but it was cool.
#55 posted by
mankrip on 2016/09/02 02:46:05
The first base map has a kind of Quake 2 feel, specially in the first bridge area at the beginning.
The second base map feels like a great mix of E4M1, E3M1 and Doom 64, with some mfx-flavored encounters.
So far, the third map is the one that feels mostly like vanilla Quake, and it's greatly executed.
The fourth map feels like a modern Quake map with all its large areas and hugely vertical structures, as if Sock and Sandy had a tarbaby together.
I couldn't finish the whole pack yet though, because my engine is crashing when I try to save while playing this pack.
"as If Sock And Sandy Had A Tarbaby Together"
#56 posted by
Mugwump on 2016/09/04 07:27:30
LMFAO!! What engine are you using, Mankrip?
#56
#57 posted by
mankrip on 2016/09/05 01:00:03
Retroquad, my wip engine.
#58 posted by
Mugwump on 2016/09/05 02:10:04
Oh, OK. Until you fix your engine issue, if you want to finish it it runs perfectly in QS. Probably in DP too.
#60 posted by
dwere on 2016/10/20 20:54:54
It only borrows the vibe, but looks neater.
The vibe is good, so why not.
The Above, To Me...
...is the ultimate Quake-related appreciative comment
#62 posted by
[Kona] on 2017/03/21 02:51:32
So was this made by JF Gustafsson? It's quite a treat getting a new release from him, his Q2 map packs were two of the best custom releases and Black for q1 was great.
I loved this pack. Some of the levels were a bit plainer than the first couple of base maps and the start map, but overall it felt just like it could have been a 5th episode. 1996 style secrets, gameplay, design and layouts. All the standard ID textures. Awesome! Overall it wasn't very difficult. There were a couple spots with Shamblers and some bigger fights but usually there was a quad nearby or you had good opportunity to get infighting and use grenades/rockets.
The end level was pretty easy with the quad and I went in with full nails/cells, also slightly underwhelming being mostly the main game boss level without Shubby.
The secret level is accessed via E5M6, right at the end I think it is where you ride a short platform across lava then get off at the slipgate exit. If you instead hop back on the platform it takes you to the second exit, the secret level e5m8. Which is suprising coming from the worlds most useless secret hunter. It is probably the weakest level in the pack though, over in 6min and it's just the deathmatch level with monsters in it.