Slow
#51 posted by Spirit on 2005/10/15 05:34:37
I've got a pentium-m 1.6ghz, 256mb ram, a ati 9600xt and 5fps... I think more ram could help, I'll install my second 256mb module later and try again. right now it is unplayable :(
Performance
#52 posted by aguirRe on 2005/10/15 06:12:29
It can't be the CPU or RAM if you're using >1GHz + 256MB. I'm using a P4 1.7GHz Geforce3 and I've no problems playing in my engines (which only require about 85/32MB).
DarkPlaces is a bit choppy but manageable. The latest beta seems to require about 150MB.
I'd suspect some specific engine setting that causes the performance problem.
Well
#53 posted by nitin on 2005/10/15 07:18:58
I have a p3-700 with a geforce2 and had no problems using aguire's engine.
Engine Settings ???
#54 posted by JPL on 2005/10/15 09:35:02
Maybe settings are responsible of these differences ? How a P3-700 has no problem to play the map, when PM-1.6GHz seems to be "choppy" ? I know also that this is the assembly of CPU + RAM + Video Card that makes a game running properly... check it...
Just another information: if you are using WinXP environment, without any task running (i.e, no word, no excel, no vis, no screensaver, etc... no nothing), WinXP needs around 156 MByte to run properly, and to be able to "breathe".... I had similar problems, and adding RAM, I solved them..
though...
If Dp's Choppy, Try AguirRe's Engine
#55 posted by [Kona] on 2005/10/15 14:36:34
well well, seems darkplaces is the problem. originally when i tried aguirRe's engine it crashed, but i just tried again and played with some of the settings in autoconfig and it runs masque like a dream, no choppiness at all. i played a lot with dp's settings, but nothing made the slightest bit of difference.
now i'm gonna have to play it all over again :P
Did You Get
#56 posted by aguirRe on 2005/10/15 16:32:06
an error message when it crashed or can you add more detail what happened?
As for DP, these are the settings I usually add:
cl_particles_blood 0
gl_lightmode 0
r_detailtextures 0
r_fullbrights 0
r_shadow_realtime_dlight 0
Mission Packs
#57 posted by shadowalker on 2005/10/15 22:35:50
I can't use either levels. The full games don't exist anymore. Do you have download for all the files needed for each one?
as
See Post #11.
#58 posted by Tronyn on 2005/10/15 22:50:06
that pack should let you use the map without the mission pack.
I
#59 posted by PuLSaR on 2005/10/19 06:22:00
recorded a drunk demo of this map on hard, I'll upload it soon
I
#60 posted by Shambler on 2005/10/19 10:46:19
can't wait, will be the viewing event of the year.
Drunk Runs
#61 posted by HeadThump on 2005/10/19 11:56:52
Should be an official SDA type event
Possible format
e4m7 -- Azure Agony, 26:34 minutes
Half a bottle of Jack, polished off a six pack and downed a muscle relaxer.
Drunk Demo
#62 posted by PuLSaR on 2005/10/19 13:39:49
i wanted to just to email it to Tronyn, cuz I don't have enough place on my server (it's 5+ mb dziped). But if anyone can host it I'll post it for everyone's viewing.
I was drunk in the beginning (and almost got killed in every room) and became more sober during the map progress.
Oh I Should Have Used Preview Option
#63 posted by PuLSaR on 2005/10/19 13:41:08
-to
place=space
Lol
#64 posted by Tronyn on 2005/10/19 13:50:59
sounds awesome
Yeah I dunno if my university account can handle 5MB, and I haven't set up my netgames@netdp.com account yet after my big crash/computer fuckup.
I could get a hold of it I could put it up though. Hmmmmmmm....
Maybe I could just give you temporary access to my PQ account and you could put it up for whoever wants to view it?
Btw, drunk runs - sounds like a damn awesome idea to me. Liquor and video games - good combination.
Pulsar
#65 posted by Spirit on 2005/10/20 00:27:39
send to spirit@quaddicted.com
Can I Just Reiterate...
#66 posted by Shambler on 2005/10/20 11:43:25
...that it is really cool that you released this Tronyn, this has been one of the most exciting Q1 releases for a long time, and it's got me wishing there was more of it/them ;)
Thanks For Your Compliments & Comments...
#67 posted by Tronyn on 2005/10/20 21:14:06
I'm glad the release worked out well.
It took me a damn long time to get this out. Most of my other Q1SP maps that I'm still working do approach this in scale, though they don't have quite the vertical element this one does.
Hihi
#68 posted by Spirit on 2005/10/21 00:21:20
Spirit/PuLSaR
#69 posted by aguirRe on 2005/10/21 07:23:14
You'll get better compression ratio with 7zip when compressing non-standard demos like this one. DZip cannot parse it and will therefore fall back on standard zip. Using 7z instead, this demo shrinks to 3.5MB.
Demo...
#70 posted by Mandel on 2005/10/21 17:39:43
...from PuLSaR was fun, I watched it from start to end.
Funniest moment was when you asked "where are the secrets" and you were standing riiiight next to one (I believe, the wall sure looked a bit strange there).
Thanks for keeping me up a good while in the middle of the night =)
#71 posted by PuLSaR on 2005/10/21 19:03:48
Funniest moment was when you asked "where are the secrets" and you were standing riiiight next to one (I believe, the wall sure looked a bit strange there).
Yeah, I noticed it when I watched my demo. That wall with strange texture. And button in the ceiling near to door. I found it later.
I feel secrets when I'm drunk =)
Eeek
#72 posted by bal on 2005/10/22 03:51:18
Well, I didn't like the visuals I saw so much at first, but this ended up being a great map indeed, layout and gameplay were awesome, great work.
Very Nice
#73 posted by negke on 2005/10/22 09:07:38
this has likely all been said already, but i'm too lazy to read 70+ posts now:
i really enjoyed this map. hard skill was great, challenging (died two or three times in some areas on the first try) but not overly difficult. the scale was impressive - and so were the r_speeds in the atrium. :) it was good to have some proper horde combat again.
the mountain tour with the rune chapel was cool, too, though i got to the rune before i pushed the button in the clocktower.
lighting felt a bit rushed in places, but it was still ok. unfortunately there were some obvious misaligned textures that could have been fixed easily (hello beta-testers?).
i also wonder what hipnotic was needed for - if it was just for minor stuff like the spawn code or something, an included progs.dat would have been better in my view.
i had some other things to mention in mind, too, but i can't remember now...
anyway, nice work!
Vertical Progression
#74 posted by Scragbait on 2005/10/24 16:10:55
I finished this map, found 4 secrets and went back and found 3 more.
This is a great map and does what I have tried to do in maps that I've made. That is to make the player fight their way upwards in a meandering and varied manner. This is an excellent map for vertical progression and the player is able to see many layers above. It makes you want to push on just to see what's above. It's cool to look out from up high from windows that were far up from the ground. It's very 3 dimensional.
I've always liked id textured maps and the Gloom Keep style textures are nice to see in a new map. This map has massive scale to match the massive mob combat. I played on Hard and died enough times but in general felt that the generous supplies, mega-healths and powerups made it very manageable without finding a lot of secrets (I found 3 during play). I had lots of spare ammo and mega-healths after 100 enemies or so had been killed.
This nitpics would be some misaligned textures, some obvious clip brushes (with 8 secrets to find, I'm going to search every ledge so clippys just seem unfair), there were some buttons that should have been set to no return and there were some cases where opened doors stuck through adjacent walls. Nothing really bad - just picky things. Being able to touch the sky is also bad form but with a map like this, I can accept it.
Overall, a great vertical map that felt huge, had lots of secrets to find (and they're fair) and one with a style of layout that I try to build myself (although my vertical segments are much shorter and less layered - this map is very inspiring.)
Oops - Played On Normal
#75 posted by Scragbait on 2005/10/24 16:19:28
I used the start map to set skill and just read that you need the console.
So I didn't finish on Hard.
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