#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
Jpl
#67 posted by spy on 2008/05/07 22:17:56
maybe you have a virus?
Ooooh A New Map...
#68 posted by Shambler on 2008/05/07 22:37:08
SWEET MOTHER OF FUCKING CHRIST WHERE IS THE "NO BELL" OPTION????????????????
JPL
#69 posted by aguirRe on 2008/05/08 00:54:43
The reason why the monsters don't attack you is because the Marcher progs automatically sets god mode and notarget if developer cvar is set. It's the same as in Marcher.
Set developer 0 and restart.
AguirRe
#70 posted by JPL on 2008/05/08 10:41:03
It sucks :P
?
#71 posted by spy on 2008/05/08 15:05:15
>It sucks :P
jpl , are you feeling happy, now?
Haha
#72 posted by Spirit on 2008/05/08 15:41:37
Forgive JPL, he is just pissed that his recent ego boost from playing your map without taking any damage has been a mistake. ;p
I would not advise you to rework this map. It is a nice work just with some quirks, that's completely normal. Now just move along and take any criticism with you for new works! That's the path to glory and babes.
Spy
#73 posted by JPL on 2008/05/08 15:58:06
What sucks ? The fact that enabling developer c_var stucked the monsters, and I had no fun at all...
Now the surprise is over, and I'm disapointed... sorry ;) ...
Anyway, I didn't really like your map architecturally speaking, while it seems you put a lot of efforts in it....
Well, it is difficult to please everybody, maube with a different texture set selection, it could have been better... thought...
Anyway, don't take my nasty comments as "stop mapping"... no no no, just take that as a "damned, I have to improve myself" and please persevere in Quake mapping...
I'll look forward for your next release ;)
#74 posted by spy on 2008/05/08 16:27:40
>ok. by your request i'll rework it
it was a sarcasm (ofcource i won't rework it)
>What sucks ? The fact that enabling developer c_var stucked the monsters, and I had no fun at all...
this map uses the progs,dat (property of kinn) from the marcher fortress, so its not my fault if you've enabled developer 1 its automatically sets godmod on and notarget on (its hardcoded in the progs.dat), i should make it clear 'bout it (just forgotten)
as a fact that you didn't like the map i can live through it :) its just a matter of taste
as previously i have said the layout of the map is not original, its remake of the blade of darkness' level 'todg'
install the bod and compare two maps :)
when i have played the bod back in 2005 i thought it would be cool to make a remake of "todg"
the only shame i'm feeling now, that my map has a lot of ammo (especially start area) i would remove half of it now (but watching mr.Richard's demo i see sometimes(often) he runs out of the ammo, so i've decided to add the ammo)
#75 posted by JneeraZ on 2008/05/08 16:35:40
spy
I agree with Spirit. No need to spend any more time on this map. You got it done, you released it - time to move on! Good job on getting a full map done, lots of people never reach this step to begin with.
We all had first maps. Look up "Eye Socket" some day if you want to see my first Quake release from way back in the day.
Can't wait to see your next creation!
|