No
#42 posted by gone on 2008/05/04 21:09:37
#43 posted by gb on 2008/05/04 21:12:42
I don't have 3d accel, and I don't want things falling out of maps etc, plus what you already said neg!ke, so it looks like homebrew for me. :-)
Wait What?
#44 posted by gone on 2008/05/04 21:16:33
3d accel? how is that possible
Gb
#45 posted by lazy_bum on 2008/05/04 22:05:08
I'm interested in this modified tyrquake. DP runs this map superslow. \:
Lazy_bum
#46 posted by gb on 2008/05/04 23:14:43
GL renderer doesn't work atm (some things need wrapping up), could be fixed quickly if there is interest.
software x11 binary (hope this works):
http://shub-hub.com/files/engines/slutquake.7z
WARNING BETA SOFTWARE UNSUPPORTED etc.
let's take this elsewhere (General Abuse) plz kthx
Rave
#47 posted by RickyT33 on 2008/05/05 03:11:39
Rave
Darkplaces Runs Fine
#48 posted by jakub on 2008/05/05 21:18:07
for me works dp fine. speed is the same as in marcher fortress. no problem...and i have a bit old pc - gf6600gt/athlon xp 2.8 ghz. looks much better with dp, the only problem are the black squares that appear inside the granade explosions. have you anybody found out how to get rid off them? btw...great level :-)
Jacub
#49 posted by spy on 2008/05/05 21:55:13
>black squares that appear inside the granade explosions
dps' bug ?
Blackish Something
#50 posted by jakub on 2008/05/05 23:09:17
yeah... i know it sounds strange :) but it's hard to describe it. it appears only for a moment when granade or rocket explodes. the same "bug" is in marcher fortress as well. kinn used some extra sprite for explosions (for me it looks similiar to explosion in older but still good game return to castle wolfenstein). and dp can't handle it.
#51 posted by lazy_bum on 2008/05/06 00:05:36
Well, I have 2.4GHz Celeron with some GF 7300 GS (!?) and yeah, it runs fine when standing. Then it's 40-80 fps in the start area. But when moving and/or looking around it drops down to 5-15 fps... Also had this bug with big, black square around explosion.
I played it in "slutquake", runs smooth there (and looks like in '96 ;).
Black Squares On Explosions
#52 posted by Kinn on 2008/05/06 00:16:16
It might be that the particular engine you are using is trying to draw the .tga versions of the sprites, and is doing it incorrectly for whatever reason.
I know DP worked fine with this at the time of Marcher's release, so something has changed in DP since then.
Lazy_bum
#53 posted by RickyT33 on 2008/05/06 00:24:57
its probably your gpu
No It's An Old
#54 posted by aguirRe on 2008/05/06 00:49:13
DP bug, the tga sprites are fine.
Maybe It's Just Me
#55 posted by Lizard on 2008/05/06 04:30:54
The posts are more positive than negative but for me not so good. (trying to be polite and not curse).
The read me didn't tell how to run the map and I forgot so I installed an old quake front end and when it loaded it gave an error.
Couldn't find anything online about running a map with a pak file either.
Apparently you need something more than just quake. I use Fitzquake because it works good for me and brightens the game and has mouse look - crosshair etc.
Guess I'll just have to pass this one up.
Free is free but it don't work for me.
Hey I'm a poet.
Lizard
#56 posted by spy on 2008/05/06 06:48:19
Unzip bod.zip(7z) to quake\bod and run quake with the command line glquake -game bod
-heapsize 65536 (or more)
if won't run with a fitzquake
glquake here its aguirRe's engine (regular or
neh version) for neh version you should include
-id1 in your cmd line
link http://user.tninet.se/~xir870k
#57 posted by amoe on 2008/05/06 22:48:47
I'm unable to use aguirRe's engine.
I get this error:
"Couldn't set fullscreen DIB mode"
Quake then dies. Vista (ick), Intel 945GM integrated graphics thing. I've tried -refreshrate 60 on the command line as a very quick googling suggests... anyone have any ideas?
#58 posted by gone on 2008/05/06 23:54:43
try adding
-bpp 32 -nocdaudio -window -width 1024 -heapsize 48000
will run in a window 1024x768
I've Heard
#59 posted by aguirRe on 2008/05/06 23:59:52
that Intel gfx cards are tricky with OpenGL. You could try -window with -width set to the same as the desktop (e.g. "-window -width 1280" if your desktop is at 1280x960).
If you can't get it to work, you can hopefully always use WinQuake 1.33 (my version also handles big maps like this one).
Lizard Says Thanks
#60 posted by Lizard on 2008/05/07 07:00:37
Heapsize 66000, aguirRe's glquake and I'm playing. Getting my butt kicked but I'm playing. Looks good so far. Thanks again
Spy
#61 posted by JPL on 2008/05/07 21:20:49
So, well, I'm disappointed... there are nive details touch, and some pure crap area...
Gameplay is weird... you can touch monsters, and they don't react at all: you have to hit them, and then the fun starts... As well, the spawning is visible...
And finally, the lightning effects are flat as Hell...
This map really need a complete rework... sorry man...
Jpl
#62 posted by spy on 2008/05/07 21:40:31
>Gameplay is weird... you can touch monsters, and they don't react at all: you have to hit them, and then the fun starts... As well, the spawning is visible...
please demo
>This map really need a complete rework...
ok. by your request i'll rework it
Demo
#63 posted by JPL on 2008/05/07 21:50:41
Here it is...
http://lambert.jeanphilippe.free.fr/Divers/stucked.zip
And well, don't feel hurted if my comments sound hard, but for a first map, it is not that bad ;) I did worst you know :P
Amoe
#64 posted by Mike Woodham on 2008/05/07 21:57:14
Go to your display settings and change the screen resolution to (say) 800 x 600, accept the change, then change it back to what it was, then run Quake again.
This happens regularly with my ATI cards and the above fixes it immediately, no re-boot required.
...
#65 posted by Mike Woodham on 2008/05/07 22:00:08
...I should have said that it often happens to me if I have been using some other application beforehand that displays in full-screen mode e.g. another game.
Jpl
#66 posted by spy on 2008/05/07 22:08:40
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