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W A R P S P A S M
Is ready. Its a Quoth map pack with some added features, only playable in its own engines.

Download:
http://shub-hub.quaddicted.com/files/mods_singleplayer/warpspasm.7z

Screens:
http://img299.imageshack.us/img299/2757/warp0yy4.jpg
http://img179.imageshack.us/img179/945/warp1vq7.jpg
http://img523.imageshack.us/img523/9906/warp2el3.jpg
http://img187.imageshack.us/img187/8344/warp3wy3.jpg
http://img180.imageshack.us/img180/2144/warp4xx8.jpg
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No Problem... 
with FOV either! (autoexec.cfg) 
Sorry 
Command line above should read:
...\glwarp.exe -quoth -game warp -heapsize 48000 -width 1920 -bpp 32 
Try 
chase_active 1 fov 110

appended to that - I put in a bind to 1 for autoswitch to the sword chase_active as an experiment, but it couldn't work with impuse 10 / 12 and I play with mousewheel for weapon switch.

It works good - first person close combat is shit. 
A Small Demo 
I want to see some demos on these lovely maps!

So I went ahead and recorded this as a starter; an easy run through warpe in 49 seconds. There "may" be more shortcuts than the single one I found...

http://mandelmassa.net/quake/div/warpe_049.dz 
Rotated Items 
ok, just tested it again and you are right.
i never experienced this before because i was always using only small angles. everthing <90 seems to work fine.

forgot to mention btw: i liked the music ;) 
And Thus It Begins... 
Map the first (the snowy one).

Skill 2, GLWarp.exe, Quoth on, 85/87, 4/5, two deaths (one at first Smabler ambush as I was saving MHs and at 20-ish health when Smables appeared, one at end cos I was running around doing....something).

Cool map! I like it. Like the style, unusual feel. Some inside bits were quite plain. But overall the vibe was good. I like the fog and lava ball effects at the end, proper dramatic. Good secrets too. I really like the gameplay - the combination of easy Grunts, nice snipery Rocket Grunts, and mental Shamble ambushes was....quite refreshing really. It worked well and was well balanced too.

Music was okay, fitted well. The monster movement does me head in a bit although it's kinda cool on the Smablers. 
Mandel 
Nice demo, I also want to see clever runs on these unusual maps. Check out Sielwolf's demo3; maybe it can offer some hints on warpe. 
Stuff 
So <90 works well? I'll remember that.

Shambler: glad you like the maps - its a bit fanboy but I was reading the TEAMshambler archive repeatedly when putting these together. Also, Harsh Angled Edge and Final Drop are bookend maps, with the start map and Murder Mandala being secondary bookends (?). The real expansion is warpb-d.

Neg!ke: Something you liked! Heh, it's ok - I've never been a fan of speedmaps tbh, although the chain speedmaps are amongst my favourites. Like I said in another post, some people prefer hamburger to steak.

Mandel: Not bad, but do check out Sielwolf's demo3. You missed plasma jumping as well - its semi-pointless unless you have the quad, but Sielwolf's rocketpush to the crunch secret solves that. Also, these maps did have alot of clip brushes to break speedrunning, but they're all gone now. I guess warpd can be completed in less than a minute thanks to the bars helping the player to the exit via rocketjump.

Nice to hear comments, thanks. 
The Code 
Here's a chunk of code that corrects the bounding boxes. It's not as optimal as it could be, lots of ugly if statements, but since it's not called often it doesn't really matter.


void setsizerotated (entity targ, vector b_min, vector b_max)

{
local vector y_ang, rotmin, rotmax, pt;

//only consider rotation in y axis
y_ang_y = targ.angles_y;
//get the unit vectors in local axes
makevectors(y_ang);

//correct for opposite orientation
v_right = v_right * -1;

//set initial min/max points to transformed bottom right coord
rotmin = rotmax = v_forward * b_min_x + v_right * b_min_y;


//point 2
pt = v_forward * b_min_x + v_right * b_max_y;
//compare to current min/max componentwise
if(pt_x < rotmin_x)
rotmin_x = pt_x;
if(pt_y < rotmin_y)
rotmin_y = pt_y;

if(pt_x > rotmax_x)
rotmax_x = pt_x;
if(pt_y > rotmax_y)
rotmax_y = pt_y;

//point 3
pt = v_forward * b_max_x + v_right * b_max_y;
//compare to current min/max componentwise
if(pt_x < rotmin_x)
rotmin_x = pt_x;
if(pt_y < rotmin_y)
rotmin_y = pt_y;

if(pt_x > rotmax_x)
rotmax_x = pt_x;
if(pt_y > rotmax_y)
rotmax_y = pt_y;

//point 4
pt = v_forward * b_max_x + v_right * b_min_y;
//compare to current min/max componentwise
if(pt_x < rotmin_x)
rotmin_x = pt_x;
if(pt_y < rotmin_y)
rotmin_y = pt_y;

if(pt_x > rotmax_x)
rotmax_x = pt_x;
if(pt_y > rotmax_y)
rotmax_y = pt_y;

//z unchanged, assuming rotation in y only
rotmin_z = b_min_z;
rotmax_z = b_max_z;

setsize (targ, rotmin, rotmax);

};


To use it, simply replace the call to setsize in the item's spawn function to call setsizerotated instead, the function takes the same parameters. Note that this function should not be used everywhere! Monsters for instance already have a bounding box large enough to accommodate their rotation, so you'll end up with monsters facing odd angles having larger bounding boxes if you use this. Similarly for weapons, although it's less important, it's not worth making a change for the worse. Just change it on ammo/health packs.

On a unified progs with fixes: I've thought about this before, but I don't know that it would work. There's a line to be drawn between what's a bug-fix and what's a feature, and it's not easy to do. If I wanted a bug-fixed source I'd start with aguirRe's source, which has some obvious ones like the fish count, and also some more subtle crashes/problems. But whether this rotation code counts as a bugfix is debatable to me, certainly none of the original quake maps rotate the items, so allowing rotation of items is kinda like a new feature.

We should probably start a different thread for discussion of this, or at least take it to mapping help. Stop derailing this thread, Preach! 
Hehe 
And I watched demo1 and demo2 but not demo3 :) 
Ijed 
i didn't say i hated all the rest. it's just that the map sizes and monster counts were suboptimal for my attention span. 
Johnxmas: 
i'm not saying it doesn't allow a widescreen resolution. I'm saying that when the resolution is widescreen, the vertical fov is not set correctly, resulting in everything looking wider and shorter than it should. Or, if you play with a tall skinny window (which i did as a test, ) everything looks tall and skinny. 
Preach 
On a unified progs with fixes: I've thought about this before, but I don't know that it would work.

There is already something like this, it's called the "Ultimate Regular Quake Patch" and nobody uses it. :) 
 
The 4 shamblers in tight space after gold key was a bit wtf, otherwise up till now (2nd level) im fucking loving it! 
Hehe, 
I had a 'quick' god run through to check the whole and am now working my way through 'properly'. I'm very impressed with the number of options available to the player at start. This and the emphasis on breaking as many limits as possible for most engines ;)means the need for a specific .exe file. Despite the fact I don't like the look and/or feel of any of them I believe it to be a fair trade off.

The first level was bland but the second is, as nitin said, an instant classic. I despise quoth polyps but the're so appropriate in this level! I'm quickly learning to conserve my cells and use the lance on them ASAP. Structurally complex, architecturally appropriate, chock full 'o' gibs, yay! My only beef thus far is that the mix of Rubicon and Oblivion textures is quite jarring in places.

I think you were beating yourself up too much about the music during development ijed. I like what you chose and how you've processed it. Your choice of music for level preceding 'warpe' means that my track doesn't stand out like dog's balls...well done! 
Engines 
Fragile little things . . . as I say in the readme the Nehahra version is preferred since its got a few more graphical effects, although the red light from the blue plasma burst is an anomaly I never got round to changing.

Dis - I don't remember if you heard the old music or not. Whats there now is much better fitting, also solves the problem of protubent canine testes. 
Warpb! 
Holly shit! This was great! I have recorded a demo on skill 1. I was very carefull after the experience of warpa. Unfortunately I died at the first gug :(
The architecture, lightning and atmosphere were sooo good in this map! Gameplay was great also. I kinda like the "impulse 250" weapon but I still have my problems with the quoth monsters.
http://shub-hub.quaddicted.com/files/warpb_ankh.dz 
7 MB DZip 
I'd suggest not to use dzip for any demos from these big maps, it can't handle the format or edict amount. At the very best it'll just default to std zip (i.e. no dzip compression) or more likely, it'll crash or make the dz corrupt.

Use 7-zip, rar or std zip utility instead. 
Otherwise 
nice demo! I can't believe how you managed to play that far in one go. You were extremely low in the beginning though - 3 health ...

As for the gug fight, it might be easier to leave the zombies in to create a potential diversion for him. Although I've modified the gug code slightly so he doesn't get totally stuck on zombies anymore. 
Uh 
now where do I get that quoth thing? 
Seriously? 
Warpb - Some More Comments 
this map is huuge! It could easily be divided into a 3 level episode, SK and GK doors being the cut points.

great health and ammo balance (on skill 1). can't even imagine how much work and testing it needed.

over 400 monsters and no horde combat - impressive.

monsters spawn after the player passes the area and chase from behind - great!

great replay value

teleporters were very nice, indeed

the scale of the architecture is just right and it feels to be a real world

the green fog - great choice

fighting in this map was very satisfying (the fights after GK door were very nice)

final area - great look and great fight also. Mixing gaunts and fiends in one area without cover is evil :) 
Glad You Liked 
I got the demo last night but couldn't watch yet, and can't watch now because the link seems to be down, though I do remember you found some b0rky brushwork near the start.

The cut point thing is a possibility but try the map in coop and you'll see why it loops through itself so much - I tried to make it easy to navigate back to a place when you'd already been there through teleporters or changing geometry (doors / func_walls).

I'll watch the demo tonight - cheers. 
Demo 
Google.ru 
 
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