100% Nightmare Playthrough
#676 posted by decino on 2016/03/04 04:06:55
I'm doing a 100% Nightmare playthrough (no saves/deaths/cheats), check out the playlist here:
https://www.youtube.com/playlist?list=PLYGehdwLsH44bnIAYhZwOtTGzd35Bv56m
Legendary
#677 posted by sock on 2016/03/04 12:27:26
I'm doing a 100% Nightmare playthrough (no saves/deaths/cheats)
Amazing stuff, made my morning, I am grinning from ear to ear!
Thank you decino! :D
The strafe circling around the rooms and concentrating the monsters into the middle, so glad to see someone doing that on my mountain map!
Remix Maps Incoming
#678 posted by decino on 2016/03/04 16:48:10
Glad I made your morning, sock. Thanks for checking out my videos! Slowly uploading videos of 100% NM remix maps now, so keep an eye on those.
Bloody Hell!
#679 posted by ijed on 2016/03/04 21:34:37
Super Impressed
#680 posted by Drew on 2016/03/05 01:55:11
Tech Demo!
#681 posted by sock on 2016/03/06 01:55:22
Horde of Zendar + AD + Dirt + Phong compiler goodness!
Image 1 2 3 - Download Link
Neat!
#682 posted by anonymous user on 2016/03/06 02:35:24
Clipping issues on some geo, else good.
Demo
I highlight some issues in my demo and also I get lost for about 3 millenia trying to find all the silver keys and then I give up.
https://www.dropbox.com/s/m582gltuuoey938/5zend.zip?dl=0
Monster Sound Bugs?
#684 posted by Bumslapper on 2016/03/06 14:37:00
I really like this mod and all the maps, but one thing that bothers me in AD is...
When you wake-up a monster by damaging it, the monster's pain sound and wake-up sound often both get played together. This seems to be a bug and it doesn't happen in the normal quake.
Similarly, I often gib a monster but it plays its normal death sound on top of the gibbed sound. This can be quite funny (I remember it happened in Unreal), but again it seems like a bug.
#685 posted by Skiffy on 2016/03/06 15:11:27
Oh lovely. Going to have a go at the new Zendar version to enjoy its updated visuals! :)
I replayed zendar on nightmare the other day. Only found a few of the secrets. And for once I didn't get lost. The multiple shambler areas are brutal.
#687 posted by quakeisdead on 2016/03/09 17:06:49
Played the Zendar patch the other day, for some reason it felt substantially smaller and scaled down than the original and it took me way less time to complete. I remember the original took me about 45 minutes, whereas this AD version took me only 20 minutes. Still, the map looks more beautiful than ever. Truly amazing stuff sock!
AD Version Of Zendar + Dp
#688 posted by jakub on 2016/03/09 20:38:35
hi sock, i've tested this new version of zendar and i've encountered a bug. when i choose difficulty level and step into the teleport, level reloads but i start again in the skill selection area. the selected skill is set, but the teleport leads back to square one. i had to noclip to the real start location... not a big deal, but it worked in non AD version with the same dp engine version.
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one good news - i had some serious fps issues in the original zendar, but this new version runs flawlessly. don't know what you've done, however the fps stability in amazing in comparison with the previous version. thanks
AD Zendar
#689 posted by sock on 2016/03/09 21:30:20
Clipping issues on some geo
Yeah, most of these happen in non-combat areas so I left them. They seem to be coming from the compiler/client side of things, there is nothing odd in the map file.
I get lost for about 3 millenia trying to find all the silver keys
The problem is you wasted a key on the central SK gate which means you need to use the church way into the secret garden as the final SK was inside the garden! :)
The multiple shambler areas are brutal
Indeed it can get crazy with the rune room but the pillars are big enough to block one while you fight the other. Plus at this point the player should have access to most powerful weapons (sng + lg)
for some reason it felt substantially smaller and scaled down
The map did not change in footprint, I suspect this is partly due to you knowing what to expect and where to go. The layout is really small, most of the detail is concentrated into small area.
i've encountered a bug. when i choose difficulty level and step into the teleport, level reloads but i start again in the skill selection area
This is partly due to me using a new AD feature which I did not use in the main release and not fully test with DP. This is something I need to fix with a AD patch, something for June.
i had some serious fps issues in the original zendar
I did do another pass on optimization and reduction of portals with more detail brushwork. I also used a newer compiler and it may have arranged the portals in a better layout. As always stuff like this is really black voodoo magic!
For anyone else interested the AD version of Zendar is very much about a visual update and the chance to use AD features. The Z aware enemies are disabled via worldspawn, but if you want a greater challenge they can be easily enabled with the console command 'zaware'.
There is an extra route to the rooftop and the RA/SK in the roof area is no longer locked by the GK. There is no extra AD enemies, just the original Quake stuff and lots of subtle AD stuff. The source map should load into any editor for the curious and also has an excellent example of particle templates (check the church torches).
Sound Mashup
#690 posted by sock on 2016/03/09 21:34:21
When you wake-up a monster by damaging it, the monster's pain sound and wake-up sound often both get played together.
This is hidden in the original Quake because lots of different sound events use the same sound channel. The engine will always clear any previous sound and then play the new one. AD splits this out into different channels and this is where the problem is happening. I need to set the QC to let other functions know what sounds are active.
I often gib a monster but it plays its normal death sound on top of the gibbed sound
Yeah this is a bad bug, can you remember if this happens on specific monsters or all of them? It is certainly something I can add to my ongoing bug list.
I have to be honest, I was expecting some of the knight and ogre variants from AD. But then again that would create a lot of extra rebalancing work, I considered doing this with a few of my own maps and I even started doing it but it's tedious horrible work.
#692 posted by sock on 2016/03/09 21:50:52
I was expecting some of the knight and ogre variants from AD
This new version was driven by visuals, I think the gameplay is really solid already and does not need to be changed. This is why I disabled the Z aware monster function so that I could use the new models but without the new AD functions.
it's tedious horrible work
Yes totally agree, I don't think many people will appreciate the time or effort that goes into updating a map for AD. It really is a low reward compared to time involved.
But...making New Maps
#693 posted by Qmaster on 2016/03/10 22:36:55
I'd be up for an AD map jam. Updating existing maps wouldn't be so fun, but creating a new small AD map that uses at least 3 new elements would be fun. Especially in the vibe of exploration.
AD Jam
#694 posted by mjb on 2016/03/11 12:32:24
I also would be up for a jam with AD as the theme. I have been working on maps using AD. Quite frankly, the extra tools it provides just makes mapping a much more pleasant experience! I have some cool ideas that can be partially or fully realized via the expanded tool set.
#695 posted by ericw on 2016/03/11 22:30:59
#696 posted by Joel B on 2016/03/12 00:05:25
Neat! They had about 80 viewers when I checked.
Trigger_itemrespawnupd Missing From FGD?
#697 posted by mjb on 2016/03/14 23:25:01
It appears to be absent from the FGD file but present in the ad_quake.def file. Just throwing that out there!
Trigger_itemrespawnupd
#698 posted by sock on 2016/03/15 14:19:40
Its a very unique entity, something setup for arena fights so that items stop auto spawning when everything is dead. It was something I added at the very last minute (literally 2 days before release) and forget to duplicate around documentation. I never used the FGD file (I am a radiant mapper), I just maintained it for others! :D
There is also the ghost knight (monster_dknightghost) stuff missing from the FGD as well because its really something unique for my mountain map and not for anything else.
I will include all the extra stuff in the web documentation so everyone can add it to their FGD/DEF files if they want.
Thanks Sock
#699 posted by mjb on 2016/03/15 14:33:39
Just thought I'd share so your fancy pants document is as complete as possible! I was studying Test map 10 from the AD test maps to learn how to use trigger_itemrespawnupd and needless to say I was confused when I couldn't find it on my FGD defined map!
I simply added it to the FGD file and all is well. I'll be sure to poke in if I see other things missing. I had no idea about the missing ghost knight definition and this saves time should I ever decide to use it in some shape or form.
Cheers
HD Pack For Sock�s "Ogre Bastille" (ad_e2m2)
#700 posted by Icaro on 2016/03/15 21:45:12
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